Obsidian

(Tips)


I'm Lilah and you're sharing my body right now, but not my thoughts. What I see, you see, but you don't know what I know. Max and I are scientists examining a rock formation we call Obsidian. It's near here, just follow the yellow arrows. Impressive, isn't it? Okay, now look down and follow the yellow arrows to the tent. Go inside and open the right-hand sleeping bag (it's mine). Now open the Personal Digital Assistant (PDA) and turn on its power (the green button). After the warning, click on the red bar (Continue). To learn something about what I know, read my mail, journal and the project notes that Max and I have been assembling. Leave the tent and head for the Obsidian. If you hear crashing sounds and a scream continue to its base where you'll be sucked inside. If you don't hear a scream you haven't looked at enough data items in the PDA.

Paperwork
After the Bureau Chief fails to extend a bridge so that you can talk to him. Look down and push the red button to ride the elevator down. Move forward to the Information desk, click on the bell and talk to the vidbot to learn that the Chief has "important information about Max." Explore the area and pick up some printed instructions from the Bridge Repair booth instructing you to get a document filed under Standard Damage in Records and to take it to the Department of Pre-Approvals.
After leaving the Bridge booth, turn left and move forward four times to get to the sunken library. Turn left, move forward, left forward, look up and climb the path to Records. Turn right, go forward, turn right and push the red button in the car. After it stops, operate the computer terminal next to the SEX section of the card catalogue. Type "yes" in response to Max's question. You'll see the login screen. Select number four, number three and then number one to play the WordMixer game. Type "standard damage" to find that filespeak for the phrase is "tradesman." Pick up the Bridge Repair Request form filed under Tradesman in the card catalogue's T section. Filespeak for "cloud ring" is "ground." Select the Cloud Ring menu selection, go through the door and drag the cloud and ring pieces to the bottom that spell "ground" in a non-essential side puzzle.
Climb up the wall's red path and go forward to rotate the Records face to Security by pushing the control lever once to the right. Climb back down the path and pick up entry cards from the cheerful vidbot. Go right, forward, left, forward twice, right, forward twice, left, forward twice, right, forward twice, right, forward twice, right, and forward twice. Repeat the next sequence four times: left twice, forward twice, right twice, and forward twice. Finish up by going right, forward twice, left, forward twice, right, forward twice, right, forward twice, left twice, forward twice, right twice, and forward four times to get to the pre-approval vidbot cubicle. All that work just to pick up three black cards.
After your bridge repair form is stamped, climb back up to the control lever and push it twice to the right to rotate the Security face to Time. Climb down and talk to the clock vidbot to learn that the clock is broken. Move to the back of the clock vidbot and solve the clock puzzle by synchronizing the sun, moon and planet rotations so that they do not collide with one another. Move the sun knob clockwise two positions (to 1 o'clock). Move the moon knob counterclockwise two positions (to 10 o'clock). Move the earth knob counterclockwise one position (to 11 o'clock). Push the large lever at the left to start the clock running, then move back to the vidbot to learn that there is a year's backlog before it can repair the bridge. Ha! What else did you expect from a bureaucratic society?
Do you hear a voice? Climb back up to Control and push the lever right twice to view a message from a Rebel leader about a document filed under "orient militia." Move the control lever once to the left to rotate the face to Records again. Climb down and play WordMixer on a terminal to translate "orient militia" into "limitation" and find the dialing card for the Chief's office. Climb back up and push the control lever left twice. Move to the phone access panel.
Set the left slider at the bottom, the center slider exactly in the middle of the cubicle, and the right slider in the middle of the small rectangle and then click on the red button. You'll hear the phone ring and the Chief answer when the sliders are placed correctly. Then you'll see a thin rock balanced on a large base. Drag the base down, turn around and go through the door. Go forward, left, forward, left, forward, right, left forward, right, up, forward, right forward, forward, right, and forward four times (ignore the voices) to meet the Chief and be transported to a factory. Move forward, left forward and turn right to face a furnace. Move left, forward, left, right forward, right, left forward, right, left forward, right, forward, left, forward, left forward, up and forward twice into the Air Zone.

Shooting the tornado
Go inside the hole in the machine below the tornado landscape. Arrange the balls so they form a square, leaving the center space on the grid open (note that balls on the dark perimeter of the green squares can be moved also). Then fire the sphere gun and trap the tornado. The landscape will "breathe" and you can turn around and enter a planetarium. Weird enough for you, yet? Wait, it gets even stranger.
When the Air Zone postcard appears, move down and drag it into the lower slot second from the left. After the air constellation forms and you connect two stars in the central spider constellation, turn around and move forward four times then go left forward, right, forward, left, forward, right, left forward, left forward, left twice, right forward, up and forward twice into the Oil Zone.

Playing in the sand
Go to the sandcastle, enter 038.1 and press the button to extract some oil. Then, go to the seashore and help Sally with her seashells (just kidding). Go there to synchronize the waves. If you stop each of the waves when they are only half into a section (and are still showing a sharp edge) it is much easier to match the edges with the other sections.
After the waves have been smoothly synchronized and there are no seams showing (you'll hear a harmonious sound cue) a cube of ocean will rise up and float in the sky. Inspired by Dali, perhaps? Turn right twice, then go forward and left forward over a suspension bridge into the tower of the sandcastle. Travel around the circular room looking out the windows and make a sketch of the design on the island in the sky. Operate the mapping machine below the window. Manipulate its wheels to see the topography for 038.1, then check out the rest of the map and you'll find similar topography at 133.5. Use the green and black wall pattern nearby to replicate your sketch. Numbering the rows top to bottom, move row one left two spaces and row five up three rows. Move row eight up five rows and then left two spaces. Move row six up two rows and then left two spaces. Move row nine up four rows and then left two spaces. Move row six right two spaces and then row nine up two rows, and then right two spaces. Finally, move row eight and ten right two spaces. Go through the pattern to the underwater oil geyser, but only to look at it. Turn around; go back to the tower, down the stairs, and outside the castle to the oil retrieval device.
Enter 133.5 and press the button to extract more oil and restore the sandcastle. Impressive feat, eh? Now, turn around and go into the planetarium. When the Oil Zone postcard appears, move down and drag it into the lower slot at the far left. After the oil constellation has been formed and you've connected two more stars in the spider constellation turn back around and go forward four times, left forward, right, left, forward, left, right forward, right, right forward, up and forward twice to get into the Fire Zone.

Fire in the hole
Click on the sun and bolts of lightning will strike the rods in the Fire Zone. Time the first bolt to strike the first rod as it flashes and you will hear a note of music. Adjust the timing of the flashing rods by clicking on them and releasing the clicker to momentarily stop the tree limbs from striking. If the other four bolts strike four flashing rods you will hear a five-note melody and the tree will flame, ending the puzzle. Turn around and move forward into the planetarium and drag the postcard into the far right slot. Connect more dots in the Spider Constellation, turn around and move forward four times, left-forward, right, forward, left, forward, left, right-forward, right, left-forward, up, and forward two more times to enter the Metal Zone.

Chemical reaction
Move right-forward to the conveyor belt. See the large red button? Don't push it. Go into the building and into the elevator. In the mixing room take the first red test tube on the left and pour it into the left beaker (the monitor should show one star). Now take the last yellow test tube on the right and pour it into the right beaker (the monitor should show five stars). Mix the two beakers by pressing on the button below the two. Click on the now orange beaker to put it in your inventory and then exit back to the conveyor belt. Go right-forward, turn right and click on the empty bin to place the orange beaker. Now you can push that red button and afterwards go back to the entrance (which is first a planetarium) and place the postcard in the second slot. Connect all the dots to finish the Spider Constellation, turn around and go forward four times to be gobbled by the huge Mechanical Spider and transported to the Junkyard Domain (represented by an open hand on the Ornithopter's control panel).

Flying the ornithopter
Go left and the forward twice to push the red button on the radio. Turn right twice, go left-forward, then forward twice to view a bird flying awkwardly. Click on the bird to rearrange the bird animation so that the flight is smooth, then move back, turn right twice, go forward, left-forward and sit down in the pilot's seat of the Ornithopter. Turn on the ignition and obey your pre-flight instructions (press the yellow buttons D-1, B-2 and A-3). On the Destination Selector screen choose the first button on the left to go to the Piazza. On arrival move back then forward to exit the Ornithopter.

Trapping inspiration
Go forward twice into the piazza and then forward four times, turn right, go forward, left, forward, left and forward to practice the courtyard puzzle in miniature. Put Lilah on any occupied square to see the mechanical figure that represents Inspiration. Move Lilah and Inspiration alternately to squares opposite vertically or horizontally (but not diagonally) to trap him into moving onto an open square. Then move back, turn left and go forward onto the piazza courtyard. The game in the courtyard has the same objective, to trap Inspiration but there is a major difference. Inspiration is invisible on an occupied square, but you can click on the courtyard pieces to transfer them, thus revealing where Inspiration is. Drive Inspiration into a corner to trap him. Then, go back to the Ornithopter and select the button to the right of the hand (Church) as your next destination.

The crossover chip
Go forward, turn right and click on the open book in the Church to see the location of the three components that will form the crossover chip. Click on the book again and then turn right, go forward, turn right, right-forward, left-forward and go forward into the maw of the Mechanical Spider. The door closes and the Spider's arm picks up an untreated chip. The ten arrows at the bottom represent ten current instructions. In the upper right corner are the commands to use in reprogramming those instructions. The triangle will advance the editing point to the next instruction. The down arrow will cycle through the set of possible instructions. Reprogram the ten bottom arrows to a left arrow, up arrow, U-turn, up arrow, right arrow, up arrow, left arrow, left arrow, left arrow and right arrow. Then click on the lever in the bottom right corner to get the Spider to obey your new instructions. Wait for the it to finish gathering all three components, then exit and pick up the completed crossover chip by moving forward, turning left twice, looking down and clicking on it. Go back into the Ornithopter, turn left and click on the insert panel to place the crossover chip. It will allow the ship to fly (crossover) to the Frame in the Sky later. Sit down in the pilot's seat, go through standard preflight and choose the right bottom button (Statue) as your next destination.

A white dog in a snowstorm
Back up, go forward, turn left and go forward to ascend a series of ramps in the Statue. Go forward, turn left and explore the art gallery. To the left are a series of paintings with green buttons that activate narratives about them. At the end of the room is a frame waiting for a final painting. Turn left and enter the studio. Move to the printing press and solve the puzzle of the black triangles and rectangles. Separate the black pieces from each other. Form a square from two of the triangles. Place the two other triangles on top of the square to make it disappear. Place the short rectangle on a long rectangle leaving a small rectangle. Fit the odd shaped rectangle onto the small piece. Place the other long rectangle on top of the new long rectangle to end up with a blank canvas. Press the right hand green button and the mechanical man uses the canvas to paint a new masterpiece and place it in the art gallery's empty frame. On the bottom left of the frame is a lever. Click on it to transfer the painting to the Frame in the Sky. Press the green button to learn that the painting is of an ideal machine world void of human life. Return to the Ornithopter.

Frame in the sky
Go to the pilot's seat but instead of sitting down click on the red lever to transfer control to the machine-man pilot next to you. Press button D-1 at the prompt, but then disobey orders and press the button D-2 to begin a non-standard, pre-flight check. A green light comes on. Press the black or white squares to find the red light (just as in the piazza puzzle). It's usually at A-3 or nearby. Block it from going to B-3 by opening the switch cover there. Press the yellow button at C-2 to begin the process of cornering the red light at A-4 (with an open switch at B-4 and the yellow button pressed at A-3).The Ornithopter will then automatically take you to your final destination.

Building a bridge
Turn right and move forward twice to the disassembled bridge puzzle. On the other side Max is trapped in an energy field. Use the arrow buttons on the control panel to assemble a bridge. Click on the arrows in the following order: down, right, up twice, right, down, left four times, right twice, up twice, left six times, up, right eight times, left twice and down three times. Then move forward and down, take the orange fluid container out of its receptacle and drop it.

Final puzzle
Turn left twice, move forward twice to get back to the crossroads, then move forwards twice more through this surreal world which resembles the magic realms of the old Doctor Strange comic books. Move forward twice more to see the sixteen panel puzzle. The object is to make eight of the sixteen panels light up green by clicking on them. The puzzle resets after any errors. Sliding panels cover half of the sixteen panels, the others can be punched up green again. The primary way of solving this puzzle is mostly through trial and error but paying close attention to which panels were green and which sliding panels cover which green panels during resets. Save your game after successfully completing the puzzle and then click on the control transfer lever to the left to watch a scene between Max and the machine woman. After you have control of the game, click again on the lever (within five seconds) to crash Obsidian, return us to the forest and win the game. Otherwise the world will be rebooted absent of human life and Max as God of a machine heaven.

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