Nibiru: Age of Secrets

Nibiru: Age of Secrets

5 May 2017

Copyright © 2017 Balmoral Software (http://www.balmoralsoftware.com). Portions copyright © 2005 The Adventure Company. All rights reserved. Republication, redistribution or conversion is expressly prohibited without the prior written consent of Balmoral Software.


Table of Contents


Walkthrough

Nibiru: Age of Secrets is a 2005 game from The Adventure Company that provides an engrossing story, good dialog writing, and crisp graphics and background effects such as weather and incidental sprites. Puzzles in the first 80% of the game involve inventory manipulation mostly, while a few standalone puzzles appear in the last chapter. Some of these puzzles are moderately difficult to solve. There are some timed sequences in the game, but all are easy, and if you run out of time, you have a chance to try again. On the other hand, there is at least one area where the game is unforgiving about the exact sequence of steps that must be followed. There is also no way to repeat dialog or hotspot information once it's displayed or spoken, so save often. Be careful when overwriting a previously-saved game slot as no confirmation is provided. There are a maximum of 99 saved-game slots. The inventory is accessed by right-clicking the mouse. When an inventory item is selected, it is shown as a cursor which pulsates when it is ready to be used on a hotspot or other inventory item. You can click the mouse to skip through dialog or double-click to quickly exit a scene, but there is no way to speed up the main character's walking.

This walkthrough provides a minimum path through the game; other gameplay sequences and dialog choices can provide additional backstory elements.


Prague

New Game

Charles Bridge

Talk to painter

Click on pedestal

Talk to painter

Barbora
Barbora
Get portrait

Right-click pedestal, get message from Barbora

Right-click message in inventory to read it

Right-click cell phone in inventory to call the professor and find out Barbora's address and last name Kanska

Barbora's Apartment

Try to enter the building

Use the door

Ring the B. Kanska button (third from the bottom in the left column) twice

Ring five of the other buttons to have someone else let you in

In the building lobby, right-click the left-hand letter boxes to find out Barbora's apartment location

Take the elevator upstairs

Use the door bell twice

Knock on the door twice

Try to use the attic stairs next to the elevator

Return to the lobby and right-click the notice board at right

Use the elevator

Click on the sign to the right of the fire extinguisher to get the attic key

Take the stairs up to the attic

Click on the unlabeled hotspot under Martin's arm

Take a rag below the light switch, and a rope near the spoked wheel on the wall

Remove the bricks underneath the wardrobe at right

Use the hole in the floor to get a marble

Use the rag on the window

Use the rag to remove the pieces of broken glass from the window

Use the rope on the beam

Click on the window

Time passes...

Enter the bathroom door at right

Right-click on the sleeping white cat on the laundry basket at right to find out his name is Felix

Exit the bathroom

Use the computer

Type in the password: felix

Take the purse from the floor

Right-click the purse in inventory to get an ID card

Exit the lobby

Central City

After some dialog with De Wilde, exit right from a park to the Bureau building (see map)

Exit left to a kiosk

Click on the subway area behind the kiosk, and a girl will throw a firecracker at Martin

Give the marble to the little girl and get some firecrackers in return

Exit right and talk to the beggar next to the Bureau building

Return to the kiosk and talk to the saleswoman

buy cigarettes
buy matches
Exit right and give the cigarettes to the beggar

Exit right and enter the Archive building

Try to move to the middle of the lobby

ID card
Exit the building and talk to the pensioner twice

Throw the firecrackers at the pensioner to scare away the birds

Central Archive
Return to the kiosk and talk to the saleswoman
buy wine
Exit right and talk to the beggar
wine
Take the rightmost bottle from the building ledge

Combine table wine & bottle in inventory

Return to the Archive entrance and give the bottle of wine to the pensioner to get a permit

Enter the Archive building and give the permit to the doorman

Go to the middle of the lobby and use the elevator

In the basement, use the ID card on the card reader to the left of the closed door

Right-click the sunlit flower pot near the floor fan to get a small key

Zoom in on the table

Right-click on the photograph of an upside-down white cat and take the pencil sharpener

Click on the pencil holder to get a pencil

Combine pencil sharpener & pencil in inventory

Use the sharpened pencil on the notepad to the left of the keyboard

Take a piece of paper from the notepad

Use the small key to open the drawer and take a stamp

Back out and use the computer

Password: xilef (felix reversed)

Use the printer to get a report

Combine stamp & report in inventory

Exit the office

Use the ID card on the "mechanical elevator" (tube post) device on the wall

Before the green light turns out in about 10 seconds, use the piece of paper on the mechanical elevator

Take the documents from the device

These are the Nibiru project documents from 1943

Exit the building, then go to the Bureau and enter it

Talk to the secretary twice

call card
If another dialog choice does not appear, exit and re-enter the building and talk to the secretary again
validation
Exit the building and talk to the beggar
secretary
Right-click on the new Mercedes hotspot at far right

Combine call card & cell phone in inventory

Enter the Bureau building

Go into the office at right

{Cutscene}


West Bohemia

Camp

The playable demo of the game starts at this point.

Talk to the Major twice

Exit right to the bridge, then exit left back to the gate (see map)

Talk to the soldier by the gate

just so
Exit right three times to the mine guard

Talk to the soldier twice

mine
Talk to the soldier a third time
permit
Exit to the trailers and then to the cabin in the rear to find it locked

Talk to the civilian (Stasek) twice

mines
trailers
cabin
major
mine
Exit right to the mine entrance, then exit back to the trailers

Talk to Stasek

mine
Exit right to the mine entrance and you'll be forced back

Exit left twice to the gate area

lights
cabin
exit
Exit right to the bridge, then exit left to the gate, and the soldier will ask for food
exit
Exit right to the bridge

Take the mushrooms near the bridge

Exit right to the trailers

Enter the trailer

Take the can opener on the table

Take the canned beans from the sink area

Right-click on the coat to the left of the stove to get a piece of paper

Combine can opener & canned beans in inventory

Combine mushrooms & opened can with beans in inventory

Use matches on the stove

Put the canned beans with mushrooms on the stove

Time passes...

Exit the trailer and return to the gate

Give the heated can to the soldier

exit
Go to the trailer area and then return to the gate
exit
Enter the tent

Right-click the uniform to get some keys

Take the radio

Exit the tent and go back to the trailer area

Use the keys on the cabin at rear

Take the rope

Take the tool bag

Right-click the tool bag in inventory to get a hand oiler, string, a screwdriver, a flashlight and a wrench

Take the hammer from the workbench

Use the screwdriver on the lid of the green generator

Use the hammer on the lock of the locker

Open the locker

Click on the locker

Right-click on the body of a man

Click on the lid of the generator twice

{Cutscene}

The playable demo of the game ends at this point.

Mine

Click twice on a rod sticking out of a barrel

Use the wrench to take the iron rod from the barrel

Move into the left-hand corridor

Click twice on the cave-in

Use the iron rod on the cave-in

Click on the crevice

Use the flashlight on the crevice

Take the pin from the skeleton

Right-click on the pocket to get a small set of keys

Back out and return to the mine entrance

Move forward through the right-hand passage to a junction of mine passages (see map)

Click twice to take a cramp(on) from the wall at left

Move into the corridor at left

Click on the opening in the machinery at right

Use the cramp on the heap of earth underneath the opening to get a valve control wheel

Use the valve control wheel on the opening in the machinery

Turn the valve control to lower the load

Take a hook from the top of the load

Return to the junction of corridors

Move forward into the right-hand corridor to a flooded area

Click twice on the murky water, then use the flashlight on it

Combine rope & hook in inventory

Use the anchor with the can in the water to get a can with oil

Return to the junction of corridors

Move forward into the central corridor

Note the swastika above the big steel door

Zoom in on the mechanism in the middle of the door

Open the center cover and insert the keys into the receptacle

Turn the four outer knobs to simulate the hooked cross of the swastika seen earlier:

Move the top knob so that its opening is to the right
Leave the right knob with its opening pointing down
Move the bottom knob so that its opening is to the left
Click twice on the left knob and it won't budge
Use the hand oiler on the left knob
Combine hand oiler & can with oil in inventory
Use the full hand oiler on the left knob
Move the left knob so that its opening points upward

Nazi Tunnels

Click twice on the greenish hotspot (lamp) directly to Martin's left

Use the matches on the lamp

Click on the machinery to zoom in on a generator

Turn the left valve control

Click twice on the right valve control to see that it's stuck

Use the full hand oiler on the right valve control, then use the wrench to tighten its connection

Click on the right valve control once more

Just around the corner on the dark side of the generator, move the lever shaped like an upside-down U to turn on the lights

Move forward into the tunnel to a junction of four corridors (see map)

Note the rat hole in the bottom of the right-hand wall

Take the right-hand corridor

Use the keys on the steel door, and a key breaks off in the lock

Return to the junction and take the left-hand corridor

Try opening the door to find out it's locked

Use the keys to open the door

Enter the storeroom

In the right-hand cage opening, take a can

Click on the box to get a light bulb

Use the cramp to open one of the crates in the center of the room, and take a stick of dynamite

From the shelves in the back of the room, take a test tube

Click on the battery on the floor at left

Use the test tube with the battery to get some acid

Exit the storeroom, return to the junction and take the right-hand corridor

Use the acid on the steel door

Enter the archive

Zoom in on the archive at left

Use the piece of paper with the drawers

Click on the documents to get a small metal box

Right-click the small metal box in inventory to get several magnets

Back out and continue on to the archive (radio room)

Zoom in on the table

Take a magnifying glass from the shelves

Also take a wooden box and a ruler from the table

Back out and right-click on the light in the darkened area of the room at right to discover that its bulb is missing

Put the light bulb into the light

Click on the groove in the floor, then on the iron cabinet

Click on the secret wall, then use the cramp on it

Use the dynamit(e) on the crevice

Try to light the dynamite with the matches to find out that its fuse is too short

Exit the archive and return to the storeroom (repository)

Take another stick of dynamite from the crate

Right-click the dynamite in inventory to remove its fuse

Exit the storeroom and return to the radio room

Put the fuse on the dynamite

Light the dynamite with the matches

Return to the radio room and click on the crevice

You can now combine box & ruler in inventory to make a rat trap

Open the can of beans with the can opener in inventory

Combine opened can & rat trap in inventory

Return to the junction and use the baited rat trap with the rat hole

Return to the storeroom using the corridor at left

Take another stick of dynamite from the crate

Exit the storeroom and return to the junction

Take the trap with a rat inside it

Right-click the box in inventory to get a rat

Combine dynamit(e) & rat in inventory

Return to the radio room via the corridor at right

Use the live charge with the crevice

Enter the secret room

Use the switch to the right of the arch

Take the journal from the table

Right-click the journal for a lengthy reading, including a reference on the last set of pages to a safe key hidden in a drain in the lab

Back out and combine magnifying glass & journal in inventory to activate a hotspot on its last page

Take the iron from the table

Return to the junction and follow the corridor to the rear

Zoom in on the hotspot at left to open the Magnet Puzzle

Put the magnets on the device

The objective is to fill the triangular space with the polygonal magnets

Magnets can be selected and moved by left-clicking

Right-click a magnet to rotate it

One solution to the puzzle is

Magnet Puzzle
Press the red button to activate the elevator

Exit into the elevator

After listing to an intercepted radio call in the lab, click twice on the table to get a magnet

Click on the burner, then use the can (of kerosene) on it

Light the burner with the matches

Use the iron with the burner

Time passes...

Right-click on the journal in inventory

Use the hot iron on the suspicious spot to disclose the number sequence 4 7 9 2 2

Back out and click on the drain near the elevator

Combine piece of string & magnet in inventory

Use the magnet on a string with the drain to get a small key

Return via the elevator and right-hand corridor to the secret room

Use the small key on the iron cover behind the table

Zoom in on the safe

From the initial arrow position pointing upward at 0, enter the combination discovered earlier on the last page of the journal:

Left-click the center knob 4 times to move the pointer clockwise to 4
Right-click 7 times to move counterclockwise to 7
Left-click twice to move clockwise to 9
Right-click 7 times to move counterclockwise to 2
Left-click 10 times to move clockwise to 2
You can also open the safe by moving counterclockwise to the first number and then alternating directions

Take the red statue

Back out and save your game before exiting the secret room, as a timed sequence follows

Exit the secret room and encounter Stasek

After throwing the statue at Stasek and a couple of more lines of dialog from him, you have about 12 seconds to click on the levers to the upper right of the light bulb you replaced earlier; otherwise, Stasek shoots you and you are returned to the secret room to try again

{Cutscene}


France

You are now in France, but without a cell phone (see map)

Enter the hotel

Talk to the guest

Ring the bell to talk to the desk clerk

Click on the ashtray on the reception desk and get some matches

Right-click on the matches in inventory to get the hotel phone number

Exit the hotel and use the telephone booth

Re-enter the hotel and get a key for Room 24

Climb one flight of stairs and open the first door on the left

Time passes...

Go back down to the lobby to get De Wilde's phone number from the desk clerk

Use the telephone on the reception desk

Exit the hotel and go to the docks at left

Talk to the fisherman three times

yes
{Cutscene}

Arriving at De Wilde's mansion later that night, ring the doorbell

Enter the mansion

After some dialog with De Wilde, get an envelope from him

Return to the pier, and you'll find yourself captured by Raumhart, his son (Stasek) and a henchman

After some dialog, you'll have a 60-second timer to avoid being killed (in which case, the timer resets so you can try again)

Click on the knife on the floor

Use the knife on the red button at left

Use the pin on the handcuffs

Use the ladder

It's now the next day, and at De Wilde's mansion, you learn that he is dead

Right-click the envelope in inventory to get a letter from the professor

Talk to the detective, then give him the professor's letter

Enter the mansion

Take the pyramid from the desk

Move to the bookcase in the back of the room

Note that the old poster above the fireplace says "tikal"

Click on the telephone answering machine in the corner

Note the association of letters and numbers as on any telephone keypad

Press the red button to replay messages

Back out and turn the bust on the fireplace mantel to disclose a wall safe at right

Zoom in on the safe and note that the number keypad is laid out like a telephone (not like a calculator keypad)

Enter the numeric telephone code associated with the letters "tikal": 8 4 5 2 5

Both statues are gone, but you still needed to open the safe in order to permit your leaving the mansion

Back out and begin a timed sequence by clicking on the hourglass on the bookshelf

Move Martin a little to the right so you can see the hourglass

After about 45 seconds, the appearance of the hourglass will abruptly change so that all of the white sand is in the bottom half

At this point, you can take the hourglass from the shelf and put it in your inventory

Combine knife & hourglass in inventory to get a small key

Combine small key & pyramid in inventory to get an old Mayan map

Exit the mansion

After some more dialog with the detective, exit left to the gate

After talking to the gendarme, return to the hotel lobby

Note that Stasek is booked into Room 32

Enter the alley at right

Click on the emergency staircase

Click on the walking stick next to the beggar woman

Talk to the beggar

walking stick
Exit the alley and talk to the buffet
buy a hot dog
Return to the alley and give the hot dog to the beggar

Return to the buffet and buy a nudist hot dog

Enter the hotel and take the ketchup from the reception desk

Combine hot dog & "catch-up" in inventory

Return to the alley and give the hot dog to the beggar

Take the walking stick

Use the walking stick with the emergency staircase

Go down one flight of stairs to the 2nd floor

Enter Room 24

Take the vase from the table

Remove the lamp plug from the wall outlet at left

Use the vase with the outlet to douse the lights

Exit the room

Click on the locked door at the end of the hallway

Talk to the repairman twice

Take the keys from the ladder

Use the keys on the storeroom door at rear

Take a white rag lying on the floor at right

Take an orange bottle of diluter from the cabinet at left

Take a broom next to the cabinet

Combine rag & broom in inventory

Combine diluter & broom with rag in inventory

Combine matches & broom in inventory

Return downstairs to the lobby

Zoom in on the reception desk array of keys

Right-click the key for Room 32

Back out and return up two flights of stairs to the 3rd floor

Use the villains' key on the second door from the left

Right-click on the bed, then open the briefcase

You have three minutes to enter the correct combination to open the briefcase

A slight click and blink of the cursor occurs when each number is in the correct position (it may help to lower the music volume in the game settings)

The combination (top to bottom) is 3 7 1

You've recovered two missing statues, but unfortunately you don't get to see them in closeup

{Cutscene}


Mexico

From the town square with a fountain, exit into the street in front of the yellow house with the white arrow on it (see map)

Talk to the bouncer at the pub entrance

Return to the square and talk to the door of the yellow house

Take a bowl from in front of the fountain and fill it with water from the fountain

Return to the pub entrance and give the bowl of water to the hobo sleeping on the bench

Return to the square and talk to Isabella's mother

Return to the pub entrance and talk to the bouncer

Talk to the hobo to get a token

Give the token to the bouncer

Enter the pub

Talk to the bartender

George
exit
Talk to George

Next morning, talk to George in his shop

Jaguar
Talk to George again
Temple of Dawn
Exit the shop

Talk to the stallkeeper to get a colorless stone statue

Re-enter the shop and talk to George again

jeep
Exit the shop and use the jeep at upper left

In front of the arched ruin, talk to the tourist and get a camera (see map)

Exit left to the Temple of Dawn

Put the stone statue into the right-hand statue at the temple entrance

Click twice on the left-hand statue at the entrance to get a stone cylinder

Enter the temple

After some dialog with Paul the archeologist, talk to him about taking a picture

Use the camera on the stone relief

Note the stone pedestal at this location

Return to the arched ruin

Talk to the tourist and get another stone cylinder

Enter the ruin

Put the two stone cylinders into the two openings on each side of a red stone disc in the wall carving

Press the red stone disc to raise a large platform from the floor opening

Save your game at this point

Ring Puzzle

Click on the stone platform to access the Ring Puzzle, probably the most challenging puzzle in the game. In this puzzle, there are five concentric stone rings occupied by 16 balls in four colors. Number the rings from 1 to 5, starting on the inside. In the starting arrangement of the puzzle, each compass direction consists of four balls in four colors. These balls are all in the same color order radially outward from the center, so that each ring has four balls of the same color. The puzzle is solved by arranging the balls so that each compass direction contains only those balls of the associated color shown in the small triangle outside the outer ring; for example, the vertical line of four balls at the top of the puzzle (North) should all be red. The arrangement of balls can be changed by moving a ball into an open space, or by rotating any of the five concentric rings clockwise or counterclockwise. The outermost Ring 5 contains only one position for a ball. In the solution below, the Ring number and compass direction are used to specify which ball to move into the open space; for example, at the start of the puzzle, the only possible move (other than a ring rotation) is to move the Yellow ball located in the West direction at Ring 4.

A 50-move solution is given below.

Starting puzzle arrangement:

Ring Puzzle
Step 1 (4 moves): Create a space in Ring 1
1. Click on West ball at Ring 4
2. Click on West ball at Ring 3
3. Click on West ball at Ring 2
4. Click on West ball at Ring 1
Resulting arrangement:
Ring Puzzle
Step 2 (4 moves): Place two balls of each color in their final directions
5. Left-click on Ring 4 to rotate it clockwise
6. Left-click on Ring 3 to rotate it clockwise
7. Left-click on Ring 3 to rotate it clockwise
8. Right-click on Ring 2 to rotate it counterclockwise
Resulting arrangement:
Ring Puzzle
Step 3 (4 moves): Vacate Ring 5
9. Click on West ball at Ring 2
10. Click on West ball at Ring 3
11. Click on West ball at Ring 4
12. Click on West ball at Ring 5
Resulting arrangement:
Ring Puzzle
Step 4 (6 moves): Move third White ball into South line
13. Right-click on Ring 5 to rotate it counterclockwise
14. Click on South ball at Ring 4
15. Click on South ball at Ring 3
16. Click on South ball at Ring 2
17. Click on South ball at Ring 1
18. Left-click on Ring 1 to rotate it clockwise
Resulting arrangement:
Ring Puzzle
Step 5 (5 moves): Move third Yellow ball into West line
19. Left-click on Ring 5 to rotate it clockwise
20. Click on West ball at Ring 2
21. Click on West ball at Ring 3
22. Click on West ball at Ring 4
23. Click on West ball at Ring 5
Resulting arrangement:
Ring Puzzle
Step 6 (6 moves): Move fourth White ball into South line
24. Right-click on Ring 5 to rotate it counterclockwise
25. Click on South ball at Ring 4
26. Click on South ball at Ring 3
27. Click on South ball at Ring 2
28. Click on South ball at Ring 1
29. Left-click on Ring 1 to rotate it clockwise
Resulting arrangement:
Ring Puzzle
Step 7 (7 moves): Move next Red ball into North line
30. Left-click on Ring 5 to rotate it clockwise
31. Left-click on Ring 5 to rotate it clockwise
32. Left-click on Ring 1 to rotate it clockwise
33. Click on North ball at Ring 2
34. Click on North ball at Ring 3
35. Click on North ball at Ring 4
36. Click on North ball at Ring 5
Resulting arrangement:
Ring Puzzle
Step 8 (8 moves): Move third and fourth Green balls into East line
37. Left-click on Ring 1 to rotate it clockwise
38. Left-click on Ring 5 to rotate it clockwise
39. Click on East ball at Ring 4
40. Click on East ball at Ring 3
41. Click on East ball at Ring 2
42. Click on East ball at Ring 1
43. Left-click on Ring 1 to rotate it clockwise
44. Left-click on Ring 1 to rotate it clockwise
Resulting arrangement:
Ring Puzzle
Step 9 (6 moves): Complete puzzle
45. Left-click on Ring 5 to rotate it clockwise
46. Left-click on Ring 5 to rotate it clockwise
47. Click on West ball at Ring 2
48. Click on West ball at Ring 3
49. Click on West ball at Ring 4
50. Click on West ball at Ring 5
Final arrangement:
Ring Puzzle
Take the green prism from the opening in the wall, and save your game

Note: Do not place the prism onto the stone pedestal in the Temple of Dawn at this time. Although the game logic allows you to do that, it can result in a dead-end game. Depending on your dialog choices in the following scene, you may be unable to proceed in the game, due to a software bug in the game design.

Archeological Site

Leave the ruin and exit right to the archeological site

Talk to the archeologist sitting on the stone steps

scraps
Click on the vases under the awning, then click on a box with scraps

Talk to the man (Pedro) working in the pit at left

work
Note: If you talk to Pedro before talking to the sitting archeologist, you may reach a dead-end point in the game and will need to recover from an earlier saved-game position

Talk to the sitting archeologist again

Pedro
Return inside the Temple of Dawn and give the box to Paul the archeologist

Note: Do not put the prism on the stone pedestal, even though its icon pulsates when placed in that position

Return to the archeological site and talk to Pedro in the pit

{Cutscene}

Temporarily back in the village, you'll get a message from a young boy about going to Rosie's pub

Go up the side street and make two attempts to enter the pub

Raumhart will tell you that you need to visit an old Mayan called White Bear

Exit the pub and return to the village square

Use the jeep to visit White Bear

Back in the village, enter George's shop and talk to him

equipment
After a rest, the Mexican night descends

Take the bag from the counter in George's shop

Right-click on the bag in inventory to get rope, a lamp, a lighter and a hammer

Exit the shop and use the jeep to return to the Temple of Dawn

After some dialog with Pedro, put the prism on the stone pedestal

Click on the opening in the wall relief to illuminate three squares on the floor grid

Pick up the stone near the center column of the entrance and put it on either of the two hotspots on the floor grid

Stand on the other hotspot to disclose a secret passageway

Attach the rope to the statue

Click on the dark opening to descend

Combine lamp & lighter in inventory

Zoom in on the Warehouse Puzzle on the wall

Warehouse Puzzle

In this puzzle, the objective is to move the stone pieces to allow the gold piece to be moved into the dragon's mouth at right. Left-clicking moves a piece right or down, and right-clicking moves it left or up. The starting arrangement is

Warehouse Puzzle
A solution in 50 moves is:
Row 4 right 2
Row 6 right 2
Column 3 down 3
Row 3 (gold) right
Column 1 up 3
Row 4 left 3
Column 4 down
Column 6 down
Row 1 right 3
Column 4 up
Row 4 right 3
Column 1 down 3
Row 3 (gold) left
Column 4 up 4
Row 3 (gold) right
Column 1 up 3
Row 4 left 3
Row 6 left 3
Column 4 down 3
Row 1 left
Column 6 up
Row 3 (gold) right 4
Solving the Warehouse Puzzle causes steps to extend, allowing access further into the temple

Follow the stairs down

Use the lighter to ignite the stone torch at right

Click on the stone head on the left wall

Go back up and talk to Pedro

water
Time passes...

Take the bucket with water

Go back downstairs and put the bucket of water into the stone sink

Put the hammer into the opening to the left of the stone sink

Pull the lever

Click on the crack in the wall where the water leaked out

Go and talk to Pedro

plaster
water
Time passes...

Take the bucket with water

Right-click on the can of plaster in inventory

Combine bucket of water & can of plaster in inventory

Go back downstairs and use the stirred plaster on the wall crack

Put the bucket of water into the stone sink

Pull the lever

Talk to Pedro

water
Time passes...

Take the bucket with water and pour it into the stone sink downstairs

Pull the lever

Move through the open doorway

Right-click on the old Mayan map in inventory and click on the white arrow at upper right to show its reverse side. The base-20 Mayan numbering system is shown (they must have been barefoot most of the time). Using this notation, the glowing number on the left pedestal is (3,2,12), and that on the right pedestal is (1,17,12). In the Mayan system, these numbers have the decimal equivalents

Left pedestal = (3 x 400) + (2 x 20) + 12 = 1252
Right pedestal = (1 x 400) + (17 x 20) + 12 = 752
Adding these together produces 1252 + 752 = 2004 decimal, which has the Mayan equivalent (5,0,4):
2004 = (5 x 400) + (0 x 20) + 4
The associated Mayan symbols (top to bottom) are
Straight line (5)
Flattened oval (0)
Four dots (4)
Enter these symbols into the combination lock on the front of the stone table. From the initial display of all flattened ovals,
Left-click the upper dial 5 times
Leave the middle dial unchanged
Left-click the lower dial 4 times
The stone dragon heads turn away and you are able to take the artefacts and little statue from the stone table

Failure to enter the correct combination before gathering these items results in Martin being rubbed out by poison gas, after which you can try again

Exit the room with your booty

Go back upstairs and talk to Pedro

climb up
After some dialog with White Bear, you'll get an amulet and make your way to the Temple of Gods

Temple of Gods

Climb the steps into the temple

Zoom in on a 3 x 3 slider puzzle on the temple entrance door

If you move pieces to expose the center spot, you can optionally insert the amulet there, which has the effect of showing the desired piece for each location (with the space ending up in the center). Although the starting arrangement of the puzzle is randomized for each gameplay, the desired final layout is always the same:

Slider Puzzle Solution
A slider puzzle of this size can usually be solved fairly quickly by a little trial and error, but if you are truly stuck, you can refer to the Balmoral Software solver

Enter the temple

Put the statues on the pedestals in the following order, left to right: red statue, white statue, green statue

{Endgame cutscene}


Maps

Central City Archive Map

West Bohemia Map

France Map

Mexico Map

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