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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