Spore Generator -
Walk to the far right of the starting house and grab a battery from the dildo on the floor. Return to the starting room and activate the booth on the right side of the room. You can now generate spore by masturbating and spore Type Cs by grabbing them with a full Spore bar; fill the spore bar in this room. I recommend stopping and restarting when you hear the first squirt noise to save time.
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Spore Lvl2 -
Go outside and to the faaaaaaar right, grab the green card on the tree along the way; spore and sex the lady looking through someone's wallet to get a key. Go Scoremed Labs go right until a door stops you. Grab it to use the key. Inside, grab the red phial on the machine to the right. Go back to base and use the booth; you can now affect Type Bs. Recharge Spore.
Spore Lvl3 -
Go to Branch house and go right until a door stops you. Spore and sex the lady in this room, then go through her scenes until anal to get her key (see the double--dashed tip below). Make sure masturbating won't return you to base by the time you're done. Unlock the door, masturbate onto the flowerpot, sex the nymph. Activate the booth at your base; you can now spore teenagers and guards (Type As). Enjoy finding everything. :)
You'll have to complete the lyrics in family feud. To pass the level you'll have to guess 6 out of the 12 songs of each level. You will be able to ask for a hint to the application, but it will. Get all the lyrics to songs on Cheats and join the Genius community of music scholars to learn the meaning behind the lyrics.
- TIPS -
- You have to cycle through the speeds, you can only 'relax' from 'turbo' speed, and the first time after you spore a girl you can only move past the foreplay by hitting 'release' from 'relax'. Also 'relax' charges the blue bar the fastest, so if you're running low just top off before finishing.
-- Every non-guard scene has 4 variants that can be triggered by 'grabbing' 4 different areas of the hitbox. However, they have to be done in order if you want to see them, otherwise they'll just trigger a variant you've already seen. In proper order, the left side of the hitbox (automatically the first scene), the far right side (usually oral), the right side (usually titjob), then far left (usually anal).
- Every unspored girl (except the nymph) has a red-text reaction to masturbating near them, usually calling a guard. If you don't get a response, try the left side of the screen. After sexing a summoned guard, whoever made the call won't resist. If you spore the guard when they overlap, you can spore and fuck both; just remember that the patterns are different.
- If you aggro a guard/matron by masturbating at them, you won't be able to spore them.
All images are property of UbiSoft Entertainment ©
Mighty Morphin Power Rangers: The Movie Game Genie Codes (USA) If you are unfamiliar with Game Genie or Pro Action Replay (PAR) cheats and how to use them - fear not! Both of these things are usually found under the Cheat tab if you're playing on an Emulator which is located on the Toolbar at the top of the Emulator's window. https://luckyamerican.netlify.app/mighty-morphin-power-rangers-the-movie-usa-game-cheats.html.
© November 2003Bert Jamin (www.gamesover.com)
This walkthrough may not be sold and may not be used for any commercialpurposes. Neither is it permitted to publish this walkthrough in any way withoutthe written permission of the author. Feel free to place this walkthrough onyour web site or on your home page, on condition that no part of thiswalkthrough is changed and that the name of the author (Bert Jamin), the URL of the owner of this site ( www.gamesover.com) and his E-mail address (gamesover) are mentioned unchanged. For the most up to date walkthroughs always visit www.gamesover.com.
If you have any suggestionsto improve this walkthrough, let me know by sending me an email: gamesover@planet.nl.
In thebeginning
You beginyour quest standing in the desert. Turn around and walk towards the sign next tothe closed fence. Walk around the sign and you'll see some kind of hand sign atthe back. Touch the firsthand sign and noticethat a part of the sign will blink.
Turn aroundand walk towards the right side of the volcano. Notice that there's a trailer inthe distance. Walk towards the trailer and speak with the man in front of thetrailer. It turns out to be a guy called Jeff Zandi. Listen to what he has totell you. If you want to hear his story again just speak to him. If you gotstuck you can also ask him for vital clues.
Walk aroundthe trailer and notice another hand sign. Touch the secondhand sign and now twoparts will blink. Turn around and notice a cleft nearby. Walk passed the cleftinto the dessert. You'll see something lying around in the distance. Walk tothat part of the dessert. The first item you'll see is a destroyed telescopeyou've seen earlier in good old Riven. You can't do anything with it. So walkfurther into the dessert. Nearby you'll find a skeleton of one of the seacreatures out of Riven. Walk into the head part of the skeleton. You'll discoveranother hand sign. Touch the thirdhand sign to activateit. Now walk back to the cleft. Notice the windmill standing near the cleft.Push the big lever and.. nothing happens. Hmmm.. could have imaginedthat!
Walk aroundthe cleft and enter it by climbing down the ladder. Walk down the stairs untilyou are standing on the platform with the two bridges. Notice that one of themis missing some planks at the end. Walk to the other bridge and walk across thebridge. That is as far as you can before it will collapse. Great.. now you'restanding at the bottom of the cleft. Turn to the right and notice another bridgehanging down from the wall. Climb up that bridge.
Turn to theright and enter the lit room. Read the letter that is laying on the bed. It's aletter of Artrus. Leave the room and enter the other dark room. Press the fourthhand sign on thewall. Leave the room. Turn to the right and walk to the end of the platform.Look down and notice three wooden planks leading to the opposite side. Carefullystep down the platform and cross the wooden planks. Step down at the left sideof that small platform. Climb up the next hanging bridge. Enter the room.
You can pushwhatever you want but nothing works yet. Walk down the stairs at the end of theroom. Notice the big shaft leading up through the ceiling. Remember that out ofuse windmill next to the cleft. Pull the lever to set free the shaft. Climb upthe stairs back to the other room. Leave the room and just jump down from theledge to end up at the bottom of the cleft again.
Walk towardsthe opposite hanging bridge. Climb up that bridge and leave the cleft byclimbing up the stairs and the ladder. Walk towards the windmill. Push the biglever once more. Hey.. it's working fine now. Enter the cleft once more, Climbdown the hanging bridge. Turn to the right and walk towards the hanging bridgeat the right side. Climb up the bridge and step of the ledge at the left side.Cross the wooden planks once more. Step down the ledge at the left side andclimb the hanging bridge at the left side. Enter the room.
Press theblue button next to the door. The door will close now. Make a note of the signnext to the door. Examine the room and notice some sort of device with a bluelit button at the left side of the room. Make sure that the images on the devicecorrespond with the images you just saw on the sign next to the door. Then pushthe blue button. Listen to Yeesha's story. She will tell you a long story inwhich she tells you that the hand signs are Journeys. You have to find seven ofthese Journeys over here and seven Journeys in each other Age you are going tovisit.
When Yeeshahas gone, walk to the end of the room with the niches and push the fifthJourney at the leftwall. Turn around and climb down the stairs to the other room. Push the bluebutton to open the door. Step outside. Turn to the right and walk down the last bridge. Jump over the part where the planks are missing. You can enter the roomat the opposite side if you want but there's nothing of importance there. Walkto the right side of that ledge. Kick the pedal on the floor. This will lower abucket.
Jump downfrom the ledge and examine the lowered bucket. Push the sixthJourney on thebucket. Turn to the left, cross the water and walk to the second hanging bridgeat your right at the very other end of the cleft. Climb up the bridge. Turn tothe left, jump down the ledge and cross the wooden planks for the last time.Jump down the ledge at the left side. Climb up the hanging bridge at the leftand look at the now closed door. Press the seventhJourney and noticethat it is complete now. Jump down to end up at the bottom of the cleft.
Walk passedthe water at the other end of the cleft. https://luckyamerican.netlify.app/dont-even-game-cheats.html. At the very end of the cleft you'llnotice a tree with another hand sign. Press the hand sign and the tree willopen. Enter the tree and climb all the way down. Follow the tunnel until you arein a circular room with four different blue lit images. On the pedestal beneaththe light you'll find an opened linking book. Examine the book and click on theimage inside the book to get yourself linked to..
Relto
Reltoactually isn't a real Age. It's more a kind of a bus stop. From here you cantravel to all other Ages. Whenever you get stuck you can always link back toRelto to go to another Age. During your travels around the different Ages you'llfind some Relto pages. By adding them to your linking book the outlook of Reltowill change a bit.
Look aroundand notice four wooden pillars and a house. Walk towards the house and open thedoor. Enter the house. Next to the closed window you'll see a small handle. Push thehandle to open the shutters. When you examine the room you'll see an empty bookcase at the left side, a closet and another book case at the right side of theroom. When you open the closet you can change clothes if you want. You canchange your appearance every time you visit this room. Walk towardsthe book case at the right side. Take the book and read it. It describes thefour Ages you have to travel to, the Teledahn Age, the Gahreesen Age, the Kadish TolesaAge and the EderKemo & Eder Gira Age. Notice that the pages are numbered in D'ni-numbers atthe bottom of each page. Now youhave the D'ni-numbers from 1 to 8. Make a note of these D'ni-numbers with theircorresponding normal numbers. You are going to need this later in the game!
Leave thehouse and walk towards the four wooden pillars. Each of these pillars contains alinking book to one of the four Ages. First thing I did was opening all of thepillars and get me linked to the corresponding Age and get me linked back toRelto again. So I gathered all linking books at the same time. You can do thisin a different way if you like of course. Let's start with the first one at theleft. Press the hand sign. It lights up green and it opens. Click on the linkingbook and on the image. This will take you to the Eder Kemo & Eder Gira Age.When you arrive there just click on the linking book at the left corner of yourscreen. Click on the linking book to open it and click on the image to get yourself linked back to Relto.
When youreturn to Relto you'll notice that there is a red book in the book case at theleft side now. Go outside again and now press the hand sign of the first pillarat the right side. It lights up orange. Click on the linking book and on theimage to go to Teledahn. When you arrive there return to Relto again. Now thereis also an orange book in the book case. Exit the room and press the hand sign of thelast pillar at the left side. It lights up blue. Click on the linking book andon the image to go to Gahreesen. Link yourself back to Relto again. Now there isa green book added to the book case.
Go out oncemore and do the same with the last pillar at the right side. This one lights uppurple. Click on the book and on the image to go to Kadish Tolesa. Link yourselfback to Relto once more. Now you have all linking books for the Ages gathered!From the left to the right you have a green book linking to the Gahreesen Age, an orangebook linking to the Teledahn Age, a purple book linking to the Kadsih Tolesa Ageand finally ared book linking to the Eder Kemo & Eder Gira Age.
Notice thelittle green squares beneath each book. If you ever want to reset one of theAges to start it all over just press the square beneath the appropriate book.
Rememberthe order of the Ages which are described in the book in the book case at theright side: Teledahn, Gahreesen, Kadish Tolesa and Eder Kemo & Eder Gira. Ithink it's the best to keep this order in Ages. So let's start with the TeledahnAge. Take the orange book out of the book case. Open itand click on the image to get yourself to..
The TeledahnAge
You arestanding in a hut. Notice the manhole on the floor. You can try to open it butit won't budge. It's firmly locked. And that's just good because the roombeneath it is floated with water. So opening the manhole now would bring younothing but death by drowning. Leave the hut and walk along the platform to the back sideof the hut. There you'll find the firstJourney of this Age.Press it to activate it.
Walk backtowards the entrance of the hut. Cross the bridge and go to the left. At thefirst intersection go to the right. Keep on walking and go the firstintersection to the left. Walk until you reach the platform with the antenna,the telescope and a device with the yellow flashing D'ni-number 3 on it. So press thatdevice tree times to bring out the antenna. Now walk to the opposite side of theplatform and look trough the telescope.
Notice thatit has a metal ring at the center. Also notice that it has four buttons topress. One at the left, one at the right and two at the bottom (up and down). Bypressing these buttons you can move the telescope in the corresponding direction. Your goalis to find the sun and track it down in the center ring. This will power up thesurroundings. The best way to do this is waiting until the sun comes bye andthen simply 'catch' it in the center ring. Once this job is done,leave it alone and you'll have power all the time.
Walk aroundthe platform and notice there are three big levers surrounding the platform.Pull all three of the levers. One of them is broken but you don't need that one.Notice that there is another walkway leading down the platform. It's brokenhalfway, so no use to walk that way. In stead of that walk the walkway on whichyou came to the platform. At the junction go to the left. Walk all the way tothe end.
Notice alever and a staircase leading down the walkway. Leave the lever alone!!! Alsonotice that there is a huge bucket hanging next to the railing. Your goal is toflip the lever (not yet!!!), run down the staircase and climb into the bucket toget a free ride up. Is that all there is, you might think.. Well.. not quiet.The problem is that you only have about five seconds to climb into the bucket afteryou flipped the lever. After that the bucket will start it's way up leaving youbehind at the walkway! I'll bet you'll have to give this a try more than once(as I did :o). If you fail you have to pull the lever again to get anotherbucket stopped at the correct spot.
Here's mygolden tip. If the bucket left without you, walk towards the lever. See how thebuckets are going to the top into another building. You can also see how anotherbucket will be lowered. As soon as a bucket has left the top building flip thelever and the bucket will stop at the correct spot. When you finally entered thebucket in time enjoy the view!
When you aredelivered by the bucket walk down the platform. Examine the room and see thatthere are two other niches with a telescope. Between these niches you'll findthe second Journey.No need to say that you have to activate it. If you want you can have a lookthrough these telescopes of course.
Nowwalk around the room and locate the elevator. Next to the elevator at the rightside you'll see a pedal on the floor. Kick the pedal to release the brake of theelevator. Turn to the right and walk towards the small control panel. Click onthe control panel to sit down. Examine the controls but don't touch anythingbefore you know what you are doing. If you do things different as described orin a different order you might get stuck further in the game! The lever and the button at the left sideare controlling the buckets. No need to change that so leave them alone. Thecenter lever will drain the water from beneath the manhole in the hut. So flipthat one. Notice that it is slowly going back to top position and that thepointer at the left of it will slowly go down. Wait until that's all done!!! Whenit stops, all the water beneath the hut has gone. Now flip the right switch nearthe red light to unlock the manhole in the hut. With the most right buttons youcan switch on and off the lights over here. Leave the control panel.
Step intothe elevator. Press the blue button to go up. Leave the elevator and press the thirdJourney next to thewindow. Move the lever next to the window to get some light in the room. Examinethe table with all the papers near the window. Read all the papers. There aretwo important papers. One is the manual about the fish tank. It says that forthe models III and IV the light switch has to be pressed for longer than threeseconds to open the lower portion of the tank. The other one is at the center ofthe table, giving you some vital information about - as you'll see later on -seven pressure plates. Leave the table and walk towards the fish tank.
At the leftside of the fish tank you'll find the first Relto paper. Pick it up and click onthe image. It will be added to your linking book. Now pressthe red switch on top of the fish tank for at least three seconds. When you letgo, the lower portion f the tank will lower. If not, you didn't press the switchlong enough. Click on the appeared linking book and on the image. You'll end upin another office. Turn around and walk towards the desk. Read all the papersand if you have time enough also read the diary of Douglas Sharper to learn lotsmore about the Teledahn Age.
Now walkinto the room with the telescope. Of course you can have a look through thescope. Look at the left wall. In stead of the expected Journey you'll find a Journeystone. Click on the image to get yourself end up on some sort of platformin some sort of swamp. There's nothing to do there. Your only way out is yourlinking book to Relto. So click on your linking book at the left corner of thescreen to get back to Relto. Notice that there is a new brown book added to the bookcase. Take that fifth book and click on the image to get back to the office youjust left. Walk into the room with the paintings. Click on the linking book onthe pedestal and link yourself back into the office with the fish tank.
Walk towardsthe elevator. If the elevator is not there, press the blue button. Enter theelevator and push the yellow button to go down. At the first stop you are back in thecontrol room. No need to go there again so press the yellow button once more to gofurther down. Now you are stopping in front of the hut. Exit the elevator andwalk towards the hut. Enter the hut. Notice that the red light at the manhole islit. Openthe manhole. Climb down the manhole and go all the way down. You'll end up in ahuge empty water basin. Notice that there is another ladder leading down. Climb downthat ladder.
You are nowstanding in a water pipe. Walk through the pipe. After a while you'll come alonga little lit area. Shortly after that there's an opening in the water pipe atyour right leading to a staircase. Climb up the staircase. You'll enter a sortof prison cell. At the wall next to the entrance you find the fourthJourney. Don't forgetto activate it!
When youexamine the room, you'll notice seven pressure plates on the floor and twoclosed doors. Walk toward the right closed door and look into the next room. Atthe wall at the back of that room you'll see a sort of control that can open thedoors. The only thing is you can't reach from here. Now have a closer look andnotice that there are seven signs on the control. Four of them are up, theyellow ones. And three of them are down, the grey ones. Each sign correspondswith the pressure plates. Now remember the piece of paper you saw back in theoffice. You have to press down the plates corresponding to the four up signs.With that earlier piece of paper in mind that must be number 2, 4, 6 and 7. Soin other words you have to press the two plates in front of each door..
Now the nextquestion is how to press four plates at one time! Well.. that's easier donethan said. Simply move a stone on the two pressure plates in front of each door.When you've done that the doors will open. Enter the next room. Walk towards thecontrols at the wall. You only have to flip one of the levers to get the nextdoor opened. It makes no difference which lever you flip. You never know if youhave to return here later so let's flip the center lever which is easy toremember. Go through the new opened door.
Walk to theopposite side of the room and enter the little corridor. You are standing on awooden platform now. Turn to the right and walk down the wooden planks untilyour way is blocked. Take a few steps back and run and jump against the plankthat is sticking up. Keep on walking and climb up the stairs. Walk towards thewooden crates. Open the door and enter the room. Examine the room. It has lotsof crates, mushrooms and a few drawings. Notice that beneath the metal pathwaythere is another Journey stone. Leave it alone for now.
Climb up themetal stairs. open the door at the end of the pathway and enter the room. Keepon walking until you pass the orange light on the floor. Walk to the left andactivate the fifthJourney. Walk downthe corridor next to the Journey. Walk all the way until you are standingoutside. Go down the walkway. At the very end you'll see a device similar to thetelescopes. The difference is: this one can shoot! Nice! Look through thetelescope and notice that this one goes the same as the normal telescope. Ithowever does have two extra buttons, the blue blinking button on top and the bigbutton to zoom in or to zoom out.
While youare looking through the telescope find a hanging ladder on the opposite rocks.Notice that this ladder is kept in place by some rocks. Aim the telescope onthose rocks, zoom in and shoot them away. Now return to the place with the wooden crates.Climb the crates next to the door. Climb further on the ledge next to the door.Jump to the other ledge passed the door. Press the sixthJourney.
Climb up theladder you just shot free and enter the room. At the right wall of this room you'll find the seventhJourney. Activate it.Leave theroom via the opened door at the opposite side of the room. Climb down the stairsand open the door. Enter the room and climb the metal stairs once more. Gothrough the opened door and touch the hand sign on the circular shaped Journeydoor at the right wall.Enter the room and walk straight ahead into the darkness until you'll hearYeesha again.
After she isfinished, wait a second until the figure on the wall stops glowing. Touch thehand sign on the wall. This will make the totem disappear. Jump down form theledge into the darkness. You'll end up at Relto. See what happens to theTeledahn pillar. A better proof that you finished this Age couldn't exist! Nowenter the house and take the first (green) book from the book case. Open it and clickon the image to go to..
TheGahreesen Age
You'll arrive in an emptyroom. Only one ivy is decorating the place. Somehow I get the feeling this roomrotates. There is only one exit to the room. So exit the room by that way. Readthe sign that is standing next to the next door. It says where you can retrieveyour KI. It's a device to open doors and elevators. That seems important to meso let's get one!
Go through the door and tothe right. Pass the next door. Walk until you reach the under construction sign.Enter the room to the right. Notice that there are some cupboards hanging on thewalls. Walk towards the last cupboard to the right passed the orange light onthe floor. There are some books and a Journey stone inside the cupboard. Touchthe Journey stone and press the image to get yourself linked to a balcony with aview over the city D'ni. When you've seen enough link back to Relto.
Walk towards the book caseat the left. Notice that a new book appeared in the right part of the bookcase.It's the blue/gold book. Open the book and page through to see the places youjust have visited. No need to go back there right now. So close the book andtake the green book. Click on the image to get back to the entrance room ofGahreesen. Exit the room and go passed the next door.
Go to the right again untilyou're facing the under construction sign. Enter the room to the right oncemore. Go passed the door to the left this time. Now enter the room with theKI-device dispenser. Walk towards the machine with the blue lit sign. Press theblue sign to get yourself a KI-device twisted around your hand.
Turn to the left and noticeanother under construction sign. Walk passed that sign and enter the next room.Be careful not to step down the crevice yet! In stead of that jump across thecrevice. Climb up the debris. Walk a little further until you are standing insome sort of doorpost. At the right side you'll find the first Journey of thisAge. Activate it of course. Climb back over the debris. This time jump down thecrevice. Pick up the Relto page. Click on the image to add it to your Reltolinking book. There is only one way out of the crevice and that is linking backto Relto.
Notice there are now somerocks and tree stumps added to the landscape. So that is what these Relto pagesactually do.. adding things to the Relto place. Walk towards the book case. Getand page through the green book. This time click on the Journey sign to getyourself linked back to the room with the debris. Climb the debris once more andexit the room through the door at your right side.
Go to the right and walkthrough the corridor. Go passed the next door. Shortly passed this door you'llsee a crack in the wall at your right side. Enter that room. Climb up the metalpipes in front of you. Walk to the left and activate the secondJourney. Stepdown and climb up the metal pipes on the opposite wall. Walk to the left andclimb up the steel beam. Jump up the next crack in the wall towards the twoorange cones. Jump al the way up.
Cross the wooden plank overthe gap. Go through the crack in the wall at your right side. Walk passed thenext under construction sign. Enter another crack in the wall. Notice that thereis a rotating part at the end of the crack. Stand in front of this rotating partand keep on walking against it until you are taken to another dark pathway.Immediate turn around and face another rotating part. This rotating part is madeof solid stone. When you'll wait for a while you'll see to rooms passing by. Oneroom is the small corridor leading to the under construction sign in thecorridor you just came from. The other is a bigger room with some sort ofdevice. As soon as this bigger roomappears quickly step into that room. If you make the mistake to end up in thecorridor with the under construction sign.. try again!
Examine this room. There issome kind of huge wheel laying on the floor. Notice that there are two pedalsnext to the wheel, one at the left and one at the right. At the wall at the backof the room you'll see four signs and four buttons. At the left side from thesecontrols you'll see a Journey attached to the wall. Passed this wall you'll seea grate on the floor. When you step on this grate a huge column will startrising. Your goal is to power up this Age with this grate, the controls at thewall and the pedals next to the wheel. It's just a matter of being quick enough.Let's get started!
Step on the grate to get thecolumn into the highest position. Quickly run to the most left button of thecontrols at the wall. Push the button and quickly run back to the grate and stepon it to get the column into the highest position again. Quickly run to one ofthe pedals near the wheel and kick it down. Quickly run back to the grate andstep on it to raise the column into the highest position again. Quickly run tothe other pedal and kick it down as well. Quickly run back to the grate and stepon it to raise the column to the highest position once more. Now run to thecontrols at the wall and push the second button from the left. After the wheelhas gone up press the other two buttons of the control.
If you aren't quick enoughand the column goes all the way down before you step on the grate you have tostart all over again. After you powered up the Age press the thirdJourney. Nowyou have a good saved point. Turn to the left and walk passed the grate and thecolumn and exit through the door at this end of the room.
Walk through the corridor.The first door to the right will lit green. Only blue lit doors can beopened so walk passed this door. Go passed the next door in the corridor. Keepon walking until you reach the under construction sign. Enter the crack in thewall at your right side. Now you're back in the room with the orange cones andthe wooden plank over the gap. Simply jump down into the room with the debris.Jump across the crevice. If you end up in the crevice link back to Relto andclick on the green book. In that case click on the Journey sign to get back tothe control room where you powered up the Age and try again.
Exit through the door andyou'll be back in the room with the KI-device. Go through the door opposite tothe KI-device. Walk straight on to the door with the green light. Push the greenlight and enter the elevator. Once you are on top of the building, walk to theleft and step on the walkway that's leading out. Enjoy the view but be carefulnot to fall down! Wait until the black rock with another Journey is passing by.Jump from the walkway onto that rock. Press the fourthJourney. Now turn to the left and notice another rotating building. Thisone has very long walkways sticking out. Your goal is to jump on one of thewalkways. If you fail you'll be linked back to Relto. In that case click on thegreen book and on the Journey sign to get yourself linked back to this blackrock with the Journey and try again.
When you made the run andjump successfully walk all the way to the door of the building and enter. Climbup the stairs and go through the next door. There are a few things to find inthis building. I can't tell you exactly where you can find the different roomsof this building. That depends on which walkway you jumped on and by that bywhich door you entered the building.. So look around until you find: the blueKI data notebook, the Journey stone, the green Gahreesen data notebook and lastbut not least another Journey. First find the room with the green Gahreesen datanotebook on the table. Page through the notebook to learn more about Gahreesen.Walk to the opposite side of the room and press the fifthJourney.
Now find the room with theblue data notebook on the table. Read this notebook also to learn more about theKI-device. Walk around the room and find another Journey stone on one of thechairs. Activate it and you'll end up on some balcony in D'ni city. Link back to Relto. I bet you think we aregoing straight back to Gahreesen. Well no.. first we go on a small side trip toTeledahn. So take the orange book and click on the Journey sign. This will linkyou to the room you entered via the ladder. Turn around and exit via the door.Climb down the stairs and enter the next room. Turn to the left and walk towards the metal passage at your left. Stand between the wooden crates andthe little mushrooms.
Walk a little to the leftand touch the Journey stone. Click on the image to go to prison in Gahreesen.Look around and notice another Relto page laying on the bed. Pick it up andpress the image to add it to your Relto book. Turn around and press the sixthJourney. Jump down the manhole. Look around and walk towards the windowswith the bars. Stand still at the crossing. Look to the left and to the right.Each path is blocked by bars. Turn around so that your back is pointing to thewindows with the bars. Walk straight ahead into the corridor. At the firstcrossing go to the left and walk into the inner green lit corridor. Keep onwalking until you reach the blinking green light. Walk passed the next greenlight. At the next crossing turn to the right and walk towards the steel ladder.Climb up the ladder.
Turn to the left and walkthrough the corridor. Enter the door to your left. Walk to the center of theroom. Climb up one of the two steel ladders. You'll end up on the roof of therotating building. Walk to the outer walkway. Walk around this walkway and pressthe seventh Journey which is attached to one of thepillars. Link back to Relto. Because you added another Relto page to yourlinking book, the island now has a lake at the right side of the house. You cango and watch it if you like.
Get the green book from thebook case. Click on the Gahreesen image to get linked back to the entrance room.Head back to the room with the KI-device. Go through the opposite door and enterthe elevator once more. Stand on the walkway on your left. Wait until you facethe black rock with the Journey again. Make another run and jump to get on thatrock. Now be very carefully!!! Slowly walk to the edge of the rock. Look downand notice a big rock is sticking up, Look to your right and notice a Journeydoor deep down there.
I guess you know what yournext goal is. Yep, you have to run and jump down to the rock in front of you andfrom that rock you have to run and jump to the Journey door. First press theJourney once more to get yourself a good saved point. Let's go!!!
Line up with the rock infront of you. Walk backwards a little and run and jump down the rock. Walk tothe right edge of this rock and line up with the Journey door and repeat therunning/jumping trick. If you fail you end up at Relto click on the green bookand on the Journey sign to end up at the black rock and try again.
If you made it safely walkto the Journey door and press the hand sign. Enter the room and walk straight ahead into the darkness until you'll hearYeesha again. After sheis finished, wait a second until the figure on the wall stops glowing. Touch thehand sign on the wall. This will make the totem disappear. Jump down form theledge into the darkness. You'll end up at Relto once more. See what happens to theGahreesen pillar. A better proof that you finished this Age couldn't exist! Nowenter the house and take the third (purple) book from the book case. Open it and clickon the image to go to..
The KadishTolesa Age
Turn alittle to the right and go through the small passage. Walk all the way to theend. Climb up the stairs. Walk around the room until you face the gap in thefloor. Turn around and walk towards the last pillar. Press the first Journey ofthis Age. Turn around and walk towards the gap in the floor. Line up with theopposite side and make a rum/jump to the opposite side. Walkfurther around the room and climb up the stairs at your right.
At thisplatform you'll find a strange shaped device to the left and a linking book tothe right side. You can have a look through the device if you like but don'ttouch the buttons yet! Walk towards the linking book and get yourself linked toa room full of great paintings. And these aren't ordinary paintings but also greathints how to solve some of the puzzles in this Age. The 5 most importantpaintings are the next.
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Painting 1
After you link back to the Age you have to adjust three devices corresponding tothese three images. Click on the image to enlarge to have a better view.
Painting 2
Later on you have to cross a tile floor corresponding to this image to open asecret passage. Note the red dot on the right side. That's your starting pointto cross the tiles. Click on the image to enlarge
Painting 3
These three images are very important. Notice the D'ni-numbers and the rotating images above. You'll need this to determine thecorrect order of pushing buttons at a control panel at the end of this Age..
Painting 4
This one got me stuck for hours. The solution was very simple however.. Clickon the image to enlarge
Painting 5
Here you can see the corresponding number for every symbol on the panel. Click to enlarge
When youexamined this room walk to the linking book on the pedestal and link back to theplatform. Now look through the device. Look at the intern pattern. Now look atpainting 1 in the room you where just a few moments ago. You should set the innerpattern corresponding to the top image. You can change the intern pattern bypressing the buttons in the correct order. For this first device the correctorder of pressing the buttons is: the left button 4 times, the center button 1time and the right button 5 times. Now the intern pattern must look exactly likethis:
The correct intern pattern..
Hey.. now you have set italright but nothing happens! That's correct you need to set another two of thesedevices in the correct way to get something happening! Climb down the platform.Go to the left and leave this area via the stairs at the right side just besidesthe gap in the floor. Keep on walking passed the arch with light attached to it.Go through the circular door. At the intersection go to the left. Walk towardsthe platform and climbup the first stairs. Go to the right and press the second Journey at the wall ofthe platform.
Walk back towards the stairsyou just climbed up. Don't climb down but proceed further around the platform.In the niche next to the next stairs you'll find another Journey stone. Jump tothe Journey stone and click on the image to get yourself linked to anotherbalcony at D'ni City. Enjoy the view and link back to Relto. Take the purple book from thebook case and click on the Journey sign. Walk around the platform once moretowards the niche where you just found the Journey stone. This time climb up thestairs to the platform. Walk towards the device.
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Now lookthrough this second device. Look at the intern pattern. Now have another look atpainting 1 in the room you where just a few moments ago again. You should set the innerpattern corresponding to the center image. For this second device the correctorder of pressing the buttons is: the right button 3 times. Now the internpattern must look exactly like this:
.. and again..
Turn around and walk towardsthe stairs leading down. Climb down the stairs. In the distance you'll see thethird device waiting for you. Walk towards the device. Nowlook through this third device. Look at the intern pattern. Now have anotherlook at painting 1 in the room you where just a few moments ago once more. You should set theinner pattern corresponding to the bottom image. For this third device thecorrect order of pressing the buttons is: the left button 3 times, thecenter button 7 times and the right button 3 times. Now the intern pattern mustlook exactly like this:
..and for the last time!
This time something ishappening. While you are still looking through the device you'll notice that inthe distance something is moving aside. Now walk passed the device and notice that inthe distance is a device looking similar to this device. Walk passed that deviceand enter the hidden door that you just opened. Exit this hallway through theopposite door. Press the blue button. Turn around and re-enter the hallway. Walktowards the closed door and press the third Journey.
Turn around and exit thehallway. Walk onto the balcony at the end of the corridor. Turn to the right andwalk down until you reach the five balconies with a blue button on each andevery balcony. Now look at painting 2 in the room with all paintings. Noticethat there are five blue dots at the left side of the painting. Also notice thatbutton 2, 3 and 5 from top to bottom are lit. These represent the five buttonson the balconies. Last but not least notice the red dot at the right side of thepainting. This represents the starting point of stepping on the tiles.
So on yourway down press the second, third and fifth blue button. Now walk all the waydown but make sure you stay on the outer rim of the floor. Turn to the right andkeep on walking on the outer rim until the angel of the camera changes. You'llsee what I mean with that. Turn around and walk a little bit back until theangel of the camera changes again. Have a good look at the outer rim and notice a little morebright part on the outer rim. This is your starting point indicated with the reddot on painting number 2.
Walk towards that brighterpart and the angel of the camera changes again. Now you're standing in front of a dark patternof the tile floor. Walk across the dark pattern on the tiles to the center of theroom. Be sure not to step on any bright part of the tiles! When you've done thiscorrectly, the path you just walked will sink. This is the correct path:
The correct path just sunk down..
Turn around and walk downtowards the just revealed door. Go through the door and climb the stairs. Noneed to push the blue button. If you press the button it will reset the tilefloor puzzle. So.. you better leave it alone. Keep on walking until you arestanding in the area with the purple lit lake. Turn to the left and keep onwalking until you reach the crevice. Notice that there's laying something on theground in the distance. So run/jump over the crevice and pick up the Relto page.Click on the image to add it to your linking book. Turn around and run/jump backover the crevice.
Turn to the right and climbup the stairs. You are facing a huge pyramid now. Walk towards the right side ofthe pyramid and go around the corner. Halfway the pyramid turn to the left andjump into the niche. Turn to the left and press the fourthJourney. Walk back tothe entrance of the pyramid. Climb up the stairs to enter the pyramid. Climb upthe small center stairs and press the blue button. This will lit the room.
Turn around and climb downthe center stairs. Turn to the left and climb down the little stairs at theright side of the center stairs. Turn to the right and walk all the way aroundthe room walking the outer rim of the floor. So don't step on the floor tiles.When you walked all the way around, climb up the little stairs. Climb up thecenter stairs again and press the blue button once more. The tiles will lit bluenow. Step down the center stairs, turn to the left and climb down the littlestairs at the right side of the center stairs. Be sure not to step on the floortiles again!!! Because first you have to know the correct path. The correct pathis to step from one tile to another with a mushroom image on it. So the correctpath across these tiles is:
The correct order to step on the tiles..
When you stepped on thecorrect tiles the last one turns out to be an elevator which takes you down.When the elevator stops, just get out or it will take you up again. Leave theblue button alone. If you press it, it will reset the puzzles you just solvedand by that there will be no way back! Walk through the corridor. At the rightwall near the exit press the fifth Journey.
Turn to the left and enterthe next room. When you enter the room turn to the left and step on the littleplatform with the levers so you are facing the center of the room. In front ofyou there are four pillars sunk in the floor. Your goal is to raise the correctpillars by pulling the levers in the correct order. The blue button at the rightside will reset the pillars. Number the levers from 1 to 4 from the left to theright.
Pull the fourth lever 4times to bring the last pillar into the highest position. Pull the third lever 3times to raise the third pillar into the last but highest position. Pull thesecond lever 1 time to raise the second pillar a little. Now walk towards the pillars and climb all the way to thetop and press the sixth Journey.
Turn to the left and climbthe stairs all the way down. At the bottom pull the lever to open a secret door.Now you are back in the room with the little control panel. Push the blue buttonto reset the pillars. Step behind the levers once more.
Explanation:
Some gamersasked me how I solved the next puzzle. I must admit that I studied painting 4 in the room with the paintings for hours. First I thought thatthe rotating ring would give the correct order of pulling the levers. Dead wrong!It is far more simple. Notice that the four rectangles on the image representthe four levers. Also notice that these four rectangles have different colors,from the left to the right: red, white, green and blue. Four rectangles? But there are only three numbers on therotating ring with different colors corresponding with the rectangles. Alsonotice that all these D'ni numbers are between 1 and 4. That can't be acoincidence! After having noticed that, I concluded that with each and every rectangle there is one number missing. You learned theD'ni-numbers in the brown book at Relto in the right book case. When you studyall colored numbers on the rotating ring you'll see:
Red: theD'ni-numbers 2, 3 and 4. So number 1 is missing
White: the D'ni-numbers 1, 2 and 3. So number 4 is missing
Green: the D'ni-numbers 2, 3 and 4. So number 1 is missing
Blue: the D'ni-numbers 1, 3 and 4. So number 2 is missing.
So the correct order to pull the levers is: lever one 1 time, lever two 4times, lever three 1 time and lever four 2 times.
Sopull lever one 1 time,lever two 4 times, lever three 1 time and lever four 2 times. Now look what ishappening! Isn't that amazing? Climb all the wayto the top once more and climb up the steel ladder. Enter the next corridor.Leave this blue button alone too!!! Walk all the way to the end of the corridor until you are facing some sort ofroom up in the sky. Be careful not to fall down from the edge. Turn to the leftand carefully walk all the way up towards the room up in the sky. Beforeclimbing up the room itself step on the little platform with some sort of deviceat the right side.
Examine the device. Notethat it has six buttons. Also note that there are symbols above each and everybutton. I'm sure they will remind you of painting 3 back in the room with the D'ni-numbers and the rotating images above. Now you 'only' have tofigure out the correct order to push the buttons by the images above thebuttons. Please don't shoot me because this is quiet o long explanation!
Explanation:
The solution to this puzzle is based on the same principle as the solution to the leversin the pillar room. As the same in that puzzle the most important thing is whichnumbers are missing. Because of all the symbols and because there are six buttons it's alla little complicated. First of all you have to determine which numbersare present at each button and with that which numbers are missing with eachbutton. Number each button from the left to the right from 1 to 6.
These arethe numbers that are present above each button:
button 1: 2, 3, 4 and 6
button 2: 4, 5 ,6 and 6
button 3: 2, 5, 6 and 6
button 4: 1, 2, 3 and 6
button 5: 1, 3, 4 and 5
button 6: 2, 3, 4 and 5
so themissing numbers are:
button 1: 1 and 5
button 2: 1, 2 and 3
button 3: 1, 3 and 4
button 4: 4 and 5
button 5: 2 and 6
button 6: 1 and 6
As you cansee there is the D'ni-number 1 on the first button. This means that the firstbutton has to be pressed the first. Thank God for that! So you can remove thatbutton from the list. Now remove the first button (number 1) from the othermissing numbers of the other buttons. That gives you the next missing numbers:
button2: 2 and 3
button 3: 3 and 4
button 4: 4 and 5
button 5: 2 and 6
button 6: 6
Notice thatbutton 6 is the only button with one missing number now. And this number happensto be number 6. So now you know that the sixth button has to be pressed asthe sixth button. So this brings you to the still incomplete order of pressingthe buttons: 1, ?, ?, ?, ?, 6.
Now that youfound this out, simply remove the sixth button (number 6) from the other missingnumbers of the other buttons. That gives you the next missing numbers:
button2: 2 and 3
button 3: 3 and 4
button 4: 4 and 5
button 5: 2
Notice thatbutton 5 is the only button with one missing number now. And this number happensto be number 2. Now you know that the fifth button has to be pressed as thesecond button. So this brings you to the still incomplete order of pressing thebuttons: 1, 5, ?, ?, ?, 6.
Now that youfound this out, simply remove the second button (number 2) from the othermissing numbers of the other buttons. That gives you the next missing numbers:
button2: 3
button 3: 3 and 4
button 4: 4 and 5
Notice thatbutton 2 is the only button with one missing number now. And this number happensto be number 3. Now you know that the second button has to be pressed as thethird button. So this brings you to the still incomplete order of pressing thebuttons: 1, 5, 2, ?, ?, 6.
Now that youfound this out, simply remove the third button (number 3) from the other missingnumbers of the other buttons. That gives you the next missing numbers:
button3: 4
button 4: 4 and 5
Notice thatbutton 3 is the only button with one missing number now. And this number happensto be number 4. Now you know that the third button has to be pressed as thefourth button. button. So this brings you to the still incomplete order ofpressing the buttons: 1, 5, 2, 3, ?, 6.
Now that youfound this out, simply remove the fourth button (number 4) from the othermissing numbers of the other buttons. That gives you the next missing numbers:
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button4: 5
Notice thatbutton 4 is the only button with one missing number now. And this number happensto be number 5. Now you know that the fourth button has to be pressed as thefifth button. button. So this brings you to the complete order of pressing thebuttons: 1, 5, 2, 3, 4, 6. Okay, okay.. I admit you could have determined thislast button also because it was the only remaining button. But I just wanted toshow the whole story of missing and remaining numbers! I hope you're still withme but I really couldn't find a better way to explain this one..
So the correct order ofpressing the buttons is: 1, 5, 2, 3, 4 and6. After you pressed thebuttons in this order you'll see that a door opens at the room up in the sky. Sonow walk all the way up to that room. Be careful again not to fall down. Gothrough the opened door and climb down the stairs. Next to the dead body is anote. Pick it up to read it. Turn to the left and walk towards the back wall. Jump onthe wooden crates and keep on jumping towards the wall and press the seventhJourney. Jump down until you are standing on the floor again.
Have a look at the linkingbook on the pedestal. It's a linking book to the room with all the paintings. Noneed to go back there, it would just be a waste of time. Exit the room byclimbing up the stairs. Go back to the little platform with the device. Go andstand in front of the device. Turn around and face the door in the distancewhere you entered this area.
Walk straight on to the endof the platform and turn to the left. There in the distance you'll see your nextgoal.. another Journey door. Also notice a big pipe beneath the platformleading to that door. Jump down on that pipe and walk all the way to the end. Becareful again not to fall down. At the end turn to the right and jump down theplatform near the Journey door. Walk towards the door and press the hand sign.
Enter the room and walk straight ahead into the darkness until you'll hearYeesha again. After shefinished, wait a second until the figure on the wall stops glowing. Touch thehand sign on the wall. This will make the totem disappear. Jump down form theledge into the darkness. You'll end up at Relto once more. See what happens to theKadish Tolesa pillar. A better proof that you finished this Age couldn't exist! Nowenter the house and take the fourth (red) book from the book case. Open it and clickon the image to go to..
The EderKemo & Eder Gira Age
Turn aroundand notice two little geysers and between them a large geyser with a lidattached to it. Turn to the right and walk towards the large stand alone geyser.Kick the pedal to close the lid. Turn to the left and climb up the path. Turn tothe right. Walk towards the first vase shaped plant next to the big rock.Carefully walk to the side of the path and look down. You'll see a very smallledge beneath you. Carefully step down the path onto that ledge.
Turn aroundand press the first Journey of this Age. Now turn around and notice anothersmall platform with a geyser beneath you. Your next goal is to land on thatplatform without falling into the hot glowing lava. The best way to do this isto line up with that platform and stand with your back against the wall. Do onestep forward and jump. On the platform kick the lid to close the geyser. Turnaround and make a run/jump to the next area. Close both geysers. Remember thisplace with the two geysers because you have to come back later here.
Walk up thepath and go to the right. Cross the stone bridge over the ravine. Follow thepath and close the next geyser. Turn to the right and jump down to end up at thearea where you started. Walk towards the opened big geyser and step on it. Nowyou know what the closing of the geysers is good for. By closing all of them thepressure will rise to much. By that all geysers will be opened. By closing allthe geysers but one, the only opened geyser will have power enough to blow youaway. Because this is the only opened geyser now, youwill be blown away up to a small ledge. Press the secondJourney. Jump down fromthe ledge. Now head back to the place with the two geysers you closed a whileago. Open the one nearest to the back wall.
Return toyour starting point and close the other geyser. Head back to the place with thetwo geysers once more. This time step on the opened geyser to get blown away toanother area. Follow the path all the way until you reach the area with thewaterfall and the lake. At the end of the path you'll find a linking book toEder Gira at the right side. Leave it alone for now.
Look aroundand notice a large bridge shaped rock crossing the river. Pan a little more tothe left and notice another huge rock at the opposite side of the river. Walktowards that rock and cross the river. Walk towards the waterfall. Halfway thereyou'll pass another small rock. Examine it to find out it contains a Journey stone. Leave it alone for now but remember it is here.. you're going to need itlater. Now walk all the way to the end of the path to end up behind thewaterfall.
Go into thecave behind the waterfall. It's pitch dark in there. At the very right end andat the very left end of the cave you'll find some sort of generator. Switch bothof them on by pressing the lid to get some more light. Near the exit towards thewaterfall you'll find some sort of buoy. Push it into the water and shove it allthe way to the river. You should place it into the river next to the big rock.Later on you are going to need this as a bridge to cross the river dry-footed. You'lllearn why in just a few minutes.
This is a good place to make your.. bridge!
Walk to the linking book.Link yourself to Eder Gira. Walk down the path until you reach the huge rocksticking up at your right side. Walk towards that rock and press the thirdJourney. Turn to the right and walk towards the little cabin. Get passed theright side of that cabin and walk until you're facing the rock wall. Turn to theright. Walk all the way to the end and press the fourthJourney. Head back tothe path. Turn to the right and follow the path. At the right intersectionyou'll see another Journey door. Leave it alone for now but remember it's here.
Keep on following the pathand go passed the tunnel. At your right side and on your left side you'll seebig brain plants. Keep on following the path to the left. In the distance you'llsee big puffing plants. Climb down the stairs. Turn to the right and walk to theleft side of the cabin. Turn around and press the fifthJourney.
Walk towards the tunnelpassed the puffing plants. Just in front of the tunnel head to the left andclimb up the tunnel. Pick up the blue book with the story of Shomat. Of courseyou read the book. Now turn around and look at the right area with puffingplants. There's something laying on the cliff over there. Turn to the left andwalk halfway down the tunnel. Line up with the rock standing between you and thecliff. Make a run/jump to that rock and jump on the cliff.
Pick up the Relto page andclick on the image to add it to your linking book. Jump down from the platform.Turn to the right and climb up the stairs towards the brain plants. On top ofthe stairs turn to the left and climb up the stone wall. Walk towards the lampon top of the wall and press the sixth Journey.
Jump or climb down the walland walk back towards the stairs. Walk into the right area with the brainplants. Walk through the field of brain plants to find yourself a flying cloudof fireflies. Walk through the cloud of fireflies a few times to get some ofthem. Before you are going further you should know something about these fireflies. Firstof all they hate water. As soon as you are touching water or water is touchingyou, the fireflies will be gone at once. When you run or jump more then once,the fireflies will be gone as well. Your goal is to get back to Eder Kemo withthese fireflies to lighten up some dark tunnels at the cave near the waterfall.So now you have to go back there without getting wet and without running orjumping!
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So when you got somefireflies gathered around you walk back towards the stairs and towards thetunnel passed the puffing plants. Walk through the tunnel and cross the water tothe next cave. If you are surprised by a thunderstorm all the fireflies will begone. In that case you have to collect some new ones. Enter the cave and link yourself back to Eder Gira.
When you arrive there becareful with that geyser in front of you. Why? Because from time to time itspits steam and steam is.. wet! Walk towards the river and cross it dry-footedacross your own made bridge the buoy. Walk to the end of the path towards thewaterfall. Line up with the cave. Now you can make only one jump/step into thecave without the fireflies leaving you.
Walk to the left side of thecave and step into the dark tunnel. It's good you brought those fireflies aroundbecause it's pitch dark inside the tunnel. Walk through the tunnel until youenter another generator room. Switch it on by pressing the lid. Turn to the right and pullthe lever next to the door. Enter the next room. Step out into the water passedthe waterfall. Walk to the left and enter the next cave behind the otherwaterfall. Here you'll find another twobuoys. Drop them both into the water. Step into the water and push both buoysover the edge into the lake below. Now make another bridge by using the buoys atthe entrance of the cave. You have to stash them at the spot where you jumpedinto the cave before. After you placed the buoys see if you can walk from thepath into the cave without getting wet-footed and without jumping!!!
The correct way to stash the buoys.
When you are absolutely sureabout that walk to the linking book and link back to Eder Gira. Walk back to thebrain plants and get yourself some fireflies again. Go through the tunnel passedthe puffing plants and enter the next cave. Link back to Eder Kemo. Walk acrossyour own made bridge across the river and walk across the bridge you just madeat the entrance into the cave behind the waterfall.
Enter the dark tunnel oncemore. In the generator room turn to the left and enter another dark tunnel.Follow the tunnel until you are standing outside the tunnel. Follow the patharound the cliff until you are standing in front of the gap high above thelittle waterfall. You can do only a one step jump across the gap without losingyour fireflies. So line up with the opposite side and make that one step jump.Follow the path into another dark cave. Go to the left and walk into thecircular room. Find the generator and switch it on by pressing the lid. Lookaround and press the seventh Journey.
Now head back to the cavenear the lake behind the waterfall. Exit the cave near the place where youplaced the two buoys. Walk towards the little rock next to the lake and pressthe Journey stone. Press the image to end up in some sort of store room in D'ni-city. Read all the books and notes to learn lots more aboutD'ni-kings and D'ni-habits such as marriage etc. When you are finished, link back to Relto.Hmmm.. nice carpet!
Take the fifth (green) bookfrom the book case. Page through the book and press the Eder Gira image. Go passed the large standingrock. Walk the path to the right and walk towards the Journey door. Press the hand sign.
Enter the room and walk straight ahead into the darkness until you'll hearYeesha again. After shefinished, wait a second until the figure on the wall stops glowing. Touch thehand sign on the wall. This will make the totem disappear. Jump down form theledge into the darkness. You'll end up at Relto once more. See that all fourtotems will raise. A better proof that you finished all Ages couldn't exist!
Congratulations! You justfinished Uru, Ages Beyond Myst!! Just kidding!!! Somehow you'll have the feelingthat things aren't finished yet. That's correct! Remember that Yeesha just toldyou that you have to bring back what is taken. If you wonder what this mightmean it's easier said than done. You have to bring back all four totems you justgathered onto Relto. I suggest you do this in the same order as you gatheredthem.
So enter the house and takethe second (orange) book from the book case once more. Press the Journey sign tolink back to Teledahn.
Turn around and walk towardsthe opened door. Go through the door and climb down the stairs. In the next roomclimb up the metal stairs against the wall. Enter the opened door at the end ofthe walkway. Walk straight on and press the hand sign of the Journey door atyour right side. Enter the room and press the hand sign on the wall. Make a noteof the symbol on the floor and step down the ledge to return to Relto.
The Teledahn symbol
Notice thatthe Teledahn totem has gone. And not only that.. in the ground a blinkingfissure appears! Enter the house and take the first (green) book from the bookcase. Press the Journey sign to link back to Gahreesen. You'll end up at thatdamned rock near the rotating buildings. Carefully walk towards the outer sideof the cliff. Line up with the rock down there and make a run/jump onto therock. Now line up with the rock with the Journey door and make another run/jumpto the Journey door. Walk towards theJourney door and press the hand sign. Enter the room and press the hand sign onthe wall. Make a note of the symbol on the floor and step down the ledge toreturn to Relto.
The Gahreesen symbol
When you are back at Reltothe Gahreesen totem has gone as well and the fissure in the ground is gettingbigger. Enter the house and take the third (purple) book from the book case.Press the Journey sign to link back to Kadish Tolesa.
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Turn to the left and enterthe pillar room. Climb up the pillars and climb up the steel ladder all the wayto the top. Walk to the end of the tunnel. Go to the left. Climb up the stairsto the platform with the yellow buttoned control panel. Face the control paneland turn around. Walk to the end at the left side of the platform. Jump down onthe pipe beneath. Walk all the way to the little platform near the Journey door.Jump down and walk towards the Journey door. Press the hand sign. Enter the roomand press the hand sign on the wall. Make a note of the symbol on the floor andstep down the ledge to return to Relto.
The Kadish Tolesa symbol
When you return to Relto theKadish Tolesa totem has gone and the fissure in the ground is getting bigger andbigger. Enter the house and take the fifth (green) book from the book case.Press the Journey sign to link back to Eder Gira.
Turn around and climb thestairs towards the brain plants. Go through the tunnel passed the brain plantsand head to the left to the Journey door. Press the hand sign. Enter the roomand press the hand sign on the wall. Make a note of the symbol on the floor andstep down the ledge to return to Relto.
The Eder Gira symbol
Look around and notice thatthe four ledges are all together now and all four totems are returned now. Jumpdown the center hole. This time Relto is hit by a severe earth quake. Thefissure opens completely now. Jump down into the fissure.
Now you'll come falling fromthe sky into the dessert area. Walk around the volcano and enter the cleft oncemore. Step on the bridge leading to Yeesha's home. Walk the bridge and jumpacross the broken part of the bridge. Enter Yeesha's home. Climb up the stairs.
Walk towards the devicewith the blue button at the left side of the room. Press the blue button. Nowyou have to adjust the symbols on the plate of the device in the order you justvisited the four Ages. The correct order of the symbols is: the Teledahn symbolon top, the Gahreesen symbol at the bottom, the Kadish Tolesa symbol at the leftand the Eder Gira symbol at the right. So it should look like this:
All symbols set in the correct way
Note: thesesymbols where the same with me all the times and every time I played the game.I'm not sure if this is the case with you too. So if the symbols on the floorwith the four ages were different you have to change these four symbols on theplate in the corresponding way of course.
Press theblue button. If Yeesha disappears in a few seconds, you didn't set the symbolscorrectly. In that case try again. When you set the symbols correctly Yeeshawill pop up once more with a long story. At the end of the story Yeesha offersyou another linking book. Touch the linking book in her hands. After that shedisappears but not before having made some changes to the weather. Outside aheavy thunderstorm will start.
Now walktowards the device at the right side of the door with the green button. Pressthe green button. Take the Relto page from the device and click on the image toadd this one to your linking book also. Leave the room and exit the cleft. Enjoythe view over the rainy dessert and watch out for the lightings!
Now youreally finished this great game..
If youwant play this last part again link back to rainy Relto. Enter the house andtake the most left book (with the fissure) from the book case and click on oneof the two images..