Cheats journey center earth pc game
Click on "calculate. The new coordinates are as follows: , , , and Go back upstairs via the elevator. Look closely at the control panel to Figaro's far right, and enter the new coordinates. Talk to him again.
Once, when I clicked on Figaro to start this dialog, Ariane stepped between him and the console instead and did a little dance. I think it was the Two-Step. Figaro will ask you to send a confirmation telegram and will give you some blank paper don't worry, it will turn into a message once it hits inventory. You'll ask him if you can recharge the laptop's battery. It will happen automatically. Return to Enrique, give him Figaro's message and ask him to send the telegram.
Leave the Communication Center. Enter it, and a map reflecting various destinations will appear. Click on "Crossroads. She'll ask this each time she uses the transport. Click on "Crossroads" a second time, and watch a cutscene. From the Crossroads, approach a fellow who is standing in front of one of the shops. This is Heracles. Speak with him, exploring all options.
After telling you he's in need of some eggs for his pet shop nursery you'll deal with this later , he gives you permission to enter the shop.
Click on the counter with the cash register on it. Pick up the prescription code book and some punch cards. You'll see a button on the underside of the counter; push it to unlock a hidden back room. Go around to the front of the counter and click on the clock that's on the top shelf behind it.
Read what the laptop has to say. It seems that the clock gains time, and assuming that all other clocks in the city exhibit the same anomaly this would explain why everyone thinks it's instead of Find the hidden door to the left of the fish tank. Click on it to enter. Whoa, there's Adam! Chat with him about everything. He tells you he needs a potion called Hanagra of Syl, which is obtained with a prescription. Unfortunately, the pharmacist won't fill it for him.
Now here's a surprise: Ariane offers to try to get the potion for him. Step over to the right and look closely at the counter that's against the wall. Pick up the needle. Look in the prescription code book and find the page for "Hanagra de Syl. This might not happen to you, but I suggest you save the game at this point just in case. Combine the needle with the punch card in inventory and punch the appropriate holes for Hanagra of Syl.
Click on the tall device to Ariane's right, then click on the device with the buttons. You'll see a holographic projection of a Triceratops. Talk to Adam about it. Pick up and read the paper lying on the right-hand side of the desk behind which Adam is standing. It reveals that Heracles needs something called "Biocardamon.
Go to the left, click on the Triceratops, and watch the cutscene. Go up to the pharmacy window and speak with Armanda Grunfeld, the grumpy druggist. She refuses to fill the prescription because it's for Adam. Tell her that Heracles needs Biocardamon. She says she'll have to go to the University to get it, and leaves. At this point, Ariane will be blocking something you'll need to access. Move her to the right a bit.
Put the punch card into the slot. Move Ariane again and pull the lever. Retrieve a flask of Hanagra of Syl from the wheel to Ariane's right.
There won't be footprints along the way; simply click in the direction of Heracles' shop until you arrive there, and don't be alarmed if Ariane runs into the building.
Depending on where she ends up, she may not be able to re-enter the shop without first clicking on Heracles and saying goodbye to him again. Go figure. Return to the back room and speak to Adam. You'll give him the potion. In return, he'll give you an aerial map, which the laptop calls a "Fly map.
Exit the shop, click the middle bottom of the screen, the right-hand corner of the next screen, and enter the Altimonorail station on the corner to the right. Click on "Market. Then go to the left, back to a table that's slightly left of center it will trigger a hand icon, but the hot-spot will be tiny unless Ariane is standing directly in front of the table.
Look closely at the items you'll find there. Take the can of grease and the "old dinosaur skin. Speak with him, covering all topics. He offers to take Ariane up for an airborne look at the area, but says his balloon needs some adjustments first. Believe it or not, Ariane offers to help and asks what he needs. He tells her to go to the University and look for a bottle of helium. The balloon has a leak as well, but we'll deal with that later.
Get back on the Altimonorail and go to the Academy. Climb the stairs and enter the building. Go to screen left. You'll see a door; go through it, and you'll be in the lab. Grouchy old Armanda is here, and she's not exactly happy to see you. Speak with her about everything. She's just distilled Heracles' Biocardamon and has to leave, but she won't go as long as you're there.
Exit the room. Note: You may have noticed that a hand icon appears over the table in the lab; it's not yet active, but will be shortly. Also, although it's possible to explore the rest of the room, you won't be able to do anything except look around as long as Armanda is present.
Once you're back outside the lab, head to the bottom of the screen. The hot- spot here is quite small; footprints should appear if you search the lower portion of screen to the right of center with your pointer. When you advance to the next screen, you'll see the door through which you entered the building. Click the lower right-hand side of the screen to advance to a new door. Chat with them about everything.
Alexander will whisper that Wallace doesn't trust Ariane and says to be careful. After they leave, you're free to explore the room. Pick up the reel of film on the table. Also, take two of the books you'll find there: "Perpetual light" and "Beliefs and spirituality" they will both trigger the laptop icon; depending on where Ariane is standing, you may need to move her to see them. Read both. Go over to the machine to the right of the bookshelves. Pull the lever on the left.
Pick up and read the paper it generates it's called "Wallace reading choice" in the laptop. Go back to the lab through the door, then toward the screen's lower left, and click on the footprints below the pillar at screen left; you'll see the lab's door.
Fortunately, Armanda is no longer there. You can now pick up a file and an iron plate from the table. Combine these in inventory to make a filed sheet of iron. Go further into the lab. At the bottom of the strange looking contraption on the right is a helium bottle, which is very hard to see a hand icon will be triggered when your pointer is over it.
Pick it up. Leave the Academy, get back on the Altimonorail, and return to the Communication Center. Uh-oh, this doesn't look good at all. The film, obviously faked, shows Ariane sabotaging the city's electrical system. Someone obviously wants to frame her.
Leave the Center, get on the Altimonorail and return to the Crossroads. On the path that leads right, click its lower edge no footprints. Note: If you click on a point that's too high, Ariane will simply move there and the screen won't advance.
Click the lower left-hand corner of the next screen. The city's main entrance should be in view. Go through the gate and return to the photo lab. Put the sheet of iron into the camera, then add the grease. Well looky there -- you fixed it. Leave the lab and speak with Ocine. He's so happy his camera's repaired that he gives you permission to leave the city. Remember those eggs Heracles needs? You're going to get him some right now. Ariane may behave somewhat erratically during this process.
If she does, just keep at it. Some of Ariane's unintended moves can actually be quite amusing. Once across the savannah, go back through the jungle, up the ladder, over the suspension bridge, to grandmother's house we go. Um, I mean to Adam's hut we go. Sorry, I couldn't resist. Enter Adam's hut, go into the second room and find the eggs under a lamp on one of the tables.
Pick them up, then retrace your steps all the way back to Askiam. On the way, read the "Petition for Peace" that appears in your laptop. Please note: After you return to the savannah, you may notice that the jumping dinosaur has escaped from the railcar cage. This doesn't matter, however, as the game proceeds as if the critter were still inside the cage.
To return to Askiam, simply click on the rail car. Enter the city, find Heracles in front of his shop, and give him the eggs. He sends you to his friend Gustav, whom you've already met. He tells you that Gustav may be able to take you in his balloon to see the Giants, "a race of very big and very wise humanoids" who might be able to assist in finding a way back to the surface.
Return to the Marketplace and speak with Gustav. Look closely at the balloon the hot-spot is on the left side of the balloon's basket.
Put the old dinosaur skin over the hole in the pipe, place the helium bottle on the fixture to the right of the round dial, and put the navigation map just below the bottle. Get ready to float into Part 3, and watch a great cutscene. Read another news bulletin. He tends the Mastodons you'll see in the background. He says he's heard there's a war on the surface, and tells you that the mine to which you've learned convoys are being sent is accessible via submarine from a nearby port we'll be visiting it later.
Pick up some of the Mastodon hair that's scattered in clumps in the fore- ground, then proceed to the left. This will take you to the village entrance. Try to go in. You're blocked by a force field.
He says if you'll leave all sharp-edged objects at the village entrance you'll be able to pass through the force field. He also gives you some "aromatic pipe herbs. Take either the knife or machete from inventory and lay it on the ground whichever you choose, both will go. You can now enter the village. She sounds surprisingly like Armanda, doesn't she?
Well, at least her disposition is a little better. She says there's a hole in the force field that must be repaired, and tells you she believes the rumors she's been hearing about a war on the surface. She also tells you about a place in the village called the Valley of the Spirits.
Leave the Matriarch and go talk to a fisherman you'll see in the background. Here comes more potentially tricky navigation. If you click on the footprints that appear back by the fisherman, nothing will happen. You'll have to click on some footprints you'll find in the path next to the leftmost pillar of the shelter. It's a tiny hot-spot, so run your point- er across the area until you find it.
When you click on it, Ariane may start to head toward the fisherman then veer to the left as if she intends to go in the wrong direction. Fortunately, she should stop after a couple of steps. Click on the fisherman to get Ariane going in the right direction again. Speak with the fisherman, who is also a meteorologist another interesting combination. His name is Payan Ouva. Oddly, the first thing he does is ask if you have any tobacco. You'll give him the "aromatic pipe herbs. Payan Ouva also believes there's a war on the surface.
Additionally, he'll tell you he needs some special bait in the form of a rare, heat-giving firefly. Go back toward the shelter and continue past it, to the right. Talk to Tohu Malla, a gardener who grows "inhabitable plants" this is some of the worst voice acting I've ever heard in my life. He currently has some sensitive seedlings and needs to be warned if bad weather is approaching now you know why the fisherman is a meteorologist.
You'll also discover that you're in front of a Jousting Arena, but Tohu Malla won't let you enter it. Return to Payan Ouva. Ask him for a weather forecast, then go back over to Tohu Malla. Where's a monorail when you need one? Tell him there will be a thick fog the next day. Go back past the shelter, hang a right, and continue straight into the village.
You'll see another shelter housing a Giant and a Mastodon lying on its side. Speak with her. She'll cast a protective spell on the gardener's plants.
She'll tell you she needs some "bitter berries" that grow on Initiation Lane, but she can't leave her patient. Ariane volunteers to fetch some for her. Before you go, ask the healer about the Jousting Arena. She'll give you a "protective branch" reflected in inventory as a "repellant stem" you can use to enter it. Also, take the empty shell from right-hand side of the top shelf at the back of the infirmary. This is Initiation Lane, which leads to the Valley of the Spirits.
Notice that a piece of land is floating in the sky over the valley. Proceed under the arches. On the left, look closely at a plant with red berries on it. Try to pick some. To find a hot-spot, rest your pointer on any of the three red berries you'll see there. Ariane then remembers the healer telling her that her hands need to be protected. Those pesky gloves again! Put them on, get the berries, and take them back to the healer.
She'll tell you that the piece of land occupying the sky over the valley is a Floating Garden. Giants go there to meditate. She suggests that you visit it and tells you what you'll need to do to get there.
This describes another of the game's killer puzzles, which is coming up shortly. At this point, you can take Initiation Lane all the way back into the Valley of the Spirits if you'd like. You can look around, but you won't be able to do anything just yet. The path leading into the Valley is full of hot-spots that will take you to different points on the path.
You can save yourself some navigation headaches by clicking on the most distant set of footprints. This will advance you sequentially through several screens and take you all the way into the Valley without stopping.
Return to see Tohu Malla and tell him that his plants are now protected. He'll give you a heat-giving firefly; take it to Payan Ouva. After you give him the firefly he'll give you a "living shell.
Tohu Malla is still fiddling with his plants; just go past him. Once inside, walk toward the square in front of Ariane. Your perspective will change and you'll see a Giant who's floating in the air. Note: When you first click on him to start the dialog, it might look as though nothing is happening; he's actually descending slowly to the ground.
Talk to him about everything. He'll tell you he's suspicious of the Matriarch and skeptical about the rumored war. At the end of the dialog, he dematerializes. Walk over to the water basin on the left. Put both the empty shell and living shell into it, followed by the Mastodon hair.
The inhabitant of the living shell will be tickled by the hair coochie-coo! Click on the abandoned shell to break it open; retrieve the "clean vegetable lens" you'll find inside. On the way, read a new email captioned "when do we meet? Once there, take a deep breath and look closely at each of the six posts.
Make note of the symbols you'll see on them. Number the symbols 1 through 6 starting with the first one you encounter as you enter Initiation Lane and zigzagging back to the last one. Note: When Initiation Lane is viewed from a distance, the first post is on the right-hand side.
In close-up view, however, the first post is on the left. I can only surmise that the first post on the right is irrelevant. Proceed into the Valley of the Spirits, where you'll find six more posts arranged around a deep oblong hole in the ground this is home to the Floating Garden when it isn't aloft. Let's number the posts 1 through 6, clockwise, starting with the first post to the left of the path leading in from Initiation Lane.
Each post has an opening that can be covered using a long-stemmed leaf that grows in front of it. When you cover the openings on any two posts and click on the stone mask located between posts 3 and 4, you'll hear a sound.
Quite a few two-post combinations and thus sounds are possible, but only six are correct. Once triggered, each sound will repeat over and over until a new post hole is covered, or a covered one is uncovered. I had to keep hitting my computer's mute button to keep from going nuts. This puzzle doesn't reset, so if you attempt a solution that's incorrect you'll have to abandon the game, reload the one you saved, and start over.
Also, if you inadvertently do something you hadn't intended, it can't be undone. Your only option will be to dump the game and start again.
You'll also need to reload and start over after you've explored the sounds and want to try a solution you think is correct. To solve the puzzle, you'll have to discover which post combinations generate sounds that most closely approximate the sounds you think are represented by each of the six symbols you wrote down.
Say what?? Here are a couple of examples. The fifth symbol is a pair of wiggly lines. What kind of sound do you think such lines would illustrate? The sixth symbol is a straight line. How do you think one of those might be represented in sound?
Unfortunately, that's about as clearly as I can explain this obscure puzzle. Once you feel you have the solution, reload the game you saved. Play the sounds in your solution in precise order from , corresponding with the order in which you viewed the symbols in Initiation Lane.
Remember to click the stone mask after each two-post combination. If you're successful, a cutscene will play in which the Floating Garden descends and picks up Ariane. Feel free to do a dance. If the solution isn't correct, nothing will happen and you'll have to try again be sure to reload your saved game first. Some final thoughts: This is a time-consuming puzzle that takes patience, concentration and perseverance, not only because of its complexity but due to the amount of ground Ariane has to cover going back and forth between the posts and the stone mask.
If you stay at it too long, it can become tedious. Okay -- if you're up for trying to solve the puzzle on your own, good luck! I have more aspirin if you need some. Otherwise, scroll down a bit to see the solution.
Reminder: We've numbered the posts 1 through 6, clockwise, starting with the first post to the left of the path leading in from Initiation Lane. After the cutscene, you'll get a view of the garden in its entirety.
You'll see some lights shining upward from it; one is brighter than the others. Note its location. Talk to Adam. If you've done everything reflected in the walkthrough thus far, avoid clicking the dialog option captioned "Come down," which will send Ariane back to ground level. If this happens, clicking on the stone mask will transport Ariane up to the garden again. Explore all other dialog options. The hole in the force field happens to be here; it's represented by the bright light you just saw which is now off to your right.
You'll need to fix it by placing the vegetable lens over it. If you'd like, you can explore the garden and look for a way to reach the light. But take heed: I had a lot of trouble moving Ariane around the garden, particularly in the area of the bridge, where she can act rather bizarre sliding, hopping, spinning, sticking, etc.
If you encounter such behavior some of which can be of the looping variety , just click around on the screen until Ariane either stops doing it or moves to a new location. To reach the light directly, start from Ariane's original position in front of Adam. There's a path to the right; click on it until Ariane moves you won't see footprints.
Your perspective will change, and your view of Ariane may be partially obscured by a tree. Click the path at the far left-hand side of the screen no footprints. The perspective will again change, and Ariane will end up behind a post you might not be able to see her at all, but she's there. Take the vegetable lens from inventory and click on the hole directly beneath the light small hot-spot.
Ariane will then come out of hiding and put the lens in place. Retrace your steps back to Adam and talk to him again. As you say goodbye, he'll give you a code you'll need to access the submarine that goes to the diamond mine it will appear in your inventory. Ariane will then find herself back at ground level. Go back to the area where the balloon landed. In the background is a large rock formation bearing a circular portal that leads to the submarine dock.
Take the path to it and go in. On the way, read a new email captioned "appointment! Look closely at the counter on the left, which registers the number of people who enter the dock. It reads " Talk to the captain, who will throw Ariane off the ship maybe he's related to Armanda.
You'll have to find a way to get onto the dock without anyone knowing about it. Go back to the village and over to the fisherman's hut. Click on the young Giant on the right, and speak to him no dialog icon will appear.
Head toward the village entrance and the young Giant will follow you. You'll both be transported back to the dock. Look at the counter and you'll see that it's again Since Ariane and the Giant entered together, it registered only one person.
Talk to the Giant again. After he leaves the counter will read 16, which is what it was before Ariane entered the first time. This camouflages the fact that she's there. Enter the submarine again. This time, the captain is gone. Go through the door on the left, then click on the small code pad on the wall. This is where you need to input the code Adam gave you.
Enter X, click on the door beside the code pad and enjoy the underwater trip into Part 4. Note: Be sure you've read the code using the laptop or you won't be able to input it. Talk about everything with Angus, the submarine captain.
You'll need a pass to enter the mine, and Angus will give you one if you'll deliver some seeds to a friend of his named Maoro Fi, who is in the mine the seeds go directly into inventory. Since you don't have a pass, you'll have to sneak in. Proceed to the left, then over to the small rail car.
Look closely at it. Slide the button all the way to the left and down. Watch the cutscene. Inside the mine, move Ariane forward. You'll see two miners; the one on the left is Maoro Fi. Speak with him about everything. You'll give him the seeds and he'll give you a note for Angus. Read it. It mentions a that a possible revolt is being planned. Click on the rail car to get back to the sub.
Speak with Angus. Give him the note and he'll give you a visitor's pass. You won't have to sneak around anymore. Go back into the mine on foot and speak with Firmin, the Head Driver. He'll tell you the system that cleans the ore isn't working right; it needs a filter and the water pressure is too low.
Ariane says she'll take care of it what else is new? He'll give you an order slip, which you should read. He also mentions a potential revolt. Go to the elevator in the background no footprints. Press any one of the three buttons on the left. This will take you to the mine platform.
Click on the lower right- hand corner of the screen. Speak with Hutha Meo, a platform supervisor. He'll tell you about a "geyser" which leads to a laboratory that's off-limits to everyone but managerial staff, all of which happen to be humans. One of them is a woman. Click on the lower right-hand corner of the screen, and on the lower left-hand corner of the screen that follows it.
Click on the door at the far end of the building on the left no footprints. This is the warehouse; click on the door again to enter it. Meet Amalia, who's in charge of supplies. Talk to her about everything and give her your order slip. Click on the small piece of paper on the floor in front of Ariane and read it. If you don't see it, move Ariane over a bit. It's a telegram from Amalia about the revolt. Go all the way to the left. The next screen offers another tiny hot-spot. It's behind Ariane and to the right Ariane's left.
Move your pointer over that area until you see footprints, then click on them. Note: footprints will appear in the entryway as well, which also happens to be behind Ariane to the right. This isn't the area you want; if you click it, you'll end up back outside. The footprints you're interested in are close to the shelving on the right. Go to the first aisle on the right. You'll see a piece of paper in the fore- ground on the right.
In your inventory, you'll see that along with the paper, you've picked up a lead pencil. Combine them and look at the result in your laptop it's captioned "Schema". Copy down the diagram you'll see. A new email from Ariane's sister has also arrived. Clicking on the flashing email icon will bring up the menu so you can access it. Still in aisle one, you'll find some footprints beside the shelving on the left, about three-quarters of the way back to the main aisle.
Click on them, then take the filter from the shelf just look for a hand icon. Return to the main aisle. You're about to enter an area that caused me to crash a ridiculous number of times.
Go all the way to the back. This is the sorting area. Cross the small stairway and talk to Kia Tran, who isn't very friendly. Ariane suspects he's not being truthful.
Go back across the stairway to the bulletin board on the wall. Read two of the items on it: Mine schedule and Mine rules. Leave the warehouse, go all the way to the left, click on the lower left-hand corner of the next screen, then go left again to the elevator. This will take you back down into You'll have to advance the screen twice to find him no footprints will appear either time.
Talk to Firmin about everything. He'll take the filter and ask you to readjust the rate of production. A calculation sheet will appear in inventory. Read it it will show up in "Documents" in the laptop , then go into the laptop's "Encyclopedia," where you'll need to click on "Timer" in the menu.
You'll see three numbers. Make note of them. Click on an area behind Firmin on the right, next to the right-hand corner of the closest ramp that goes over the rails no footprints. On the wall, you should see a panel with three circular dials. Look at it closely. Click the red and yellow light within the first dial, move the lever beneath the dials to 15, then click the light again. It should now be green. Repeat this action with the other two dials, using the numbers 37 and 8 instead of 15; after the lever is moved to 8, all three lights should turn green.
Exit close-up view, then go back and talk to Firmin again no footprints. He'll tell you there might be a way up to the surface on the outskirts of the mine. He'll then give you a map; have a look at it.
Go back to the elevator no footprints and take it back up to This is the Supervisor's Platform. Go inside and meet platform supervisor Taal Nadi. You'll learn that the "geyser" leading to the lab has an alarm system that blocks access. Ask Taal Nadi to get rid of him. You'll now be alone in the room. Take the "sheet of iron" propped against the console that's just inside the door, then look closely at the console. In order to gain access to the geyser, you'll have to flip-flop the two series of numbers you'll find there.
Note: Once you click on a number, you can't click it back to its original position. If you make an error, close the puzzle and reopen it to start over. When you're successful, a green light will come on. You'll then have access to the geyser and you can exit the puzzle. Scroll down for the solution. Leave the building and go over to the paddle wheel you'll see it in overhead view, and you may have to click several successive pairs of footprints to get there.
Once you arrive, Ariane will be to the right, about halfway up the screen. Place the sheet of iron over the water that's flowing on her left. Go down into the rectangular pit. Use your machete to cut the smaller wheel's belt. Return to Hutha Meo. He'll realize that the paddlewheel has stopped turning, and leave to check it out. Enter the geyser elevator. Click on the panel with the buttons on it. Remember that diagram captioned "Schema" in your laptop?
In the panel, click the buttons located in positions that correspond with the "x"s in the diagram. Go around to the door and go inside. Oh no -- Armanda the Grouch is here! Luckily, she's on the phone and doesn't notice you.
Stand behind the bookcase until she finishes her conversation and leaves. Click on the lower left-hand corner of the screen, then take the red "phial of acid" from the counter to the right of the sink. Click on the lower right-hand corner of the screen, then on the footprints directly in front of the bookcase.
Open the bookcase and take the red book that's on the right-hand side of the second shelf from the top. Read what it says in your laptop, where it's captioned "Diamonds Cuters" it's supposed to be Diamond Cutters, but why be picky?
Step back from the bookcase so its door will close. When you do so, a weird contraption that looks like some kind of torture device will come to life, then stop. Clicking the footprints at lower right will get you back in front of the bookcase.
At this point, navigation can get very weird. I recommend that you save the game. You'll now need to find your way over to the desk where Armanda was talking on the phone.
Try to move Ariane all the way to the right. Instead, she may do something like run head-on into the bookcase. A couple of times, for me, she disappeared completely into the bookcase then re-emerged after turning around. If you get hung up, try advancing Ariane a screen to the left.
She may, however, end up in a loop in which she takes a step forward, turns around, steps forward again, runs into a table, turns around, etc. If this happens, clicking somewhere close to her on the screen should bring her out of it. Or, you could just dump the game and reload the one you saved.
If you decide to keep at it, try to click Ariane over toward the desk again. She may, however, move back past that awful-looking contraption, run into the shelving to the right of the bookcase and get stuck, refusing to move anywhere at all even when footprints are clicked.
If this happens, dump the game, reload the one you saved, and try again to get Ariane over to the desk. Ideally, you won't have any navigation problems. If you do, try not to get frustrated -- some of it's pretty funny if you look at it right. Believe me. When that's accomplished, get ready for some real fun: A brain-cramping puzzle which is also random meaning the solution will be different every time.
Remember I have aspirin. Read about the "Balls Enigma" using the laptop. In plain language, this puzzle consists of 12 balls, one of which is a different weight than the others. Your task is to find it by weighing two sets of balls three times.
Use the scales by placing some balls in each tray, then clicking the semi- circular lever you'll see below the three triangles. If one group is heavier, the scales will tilt either left or right and the corresponding triangle will light up. If both groups are of equal weight, the scales won't move at all and the middle triangle will light up.
When you get the results of trial one, click the lever again to reset the scales. Do the same after trial two. You'll know the reset has taken place when green number at center of the scale advances from 1 to 2, and 2 to 3. This will cause the puzzle to reset, and you'll have to start over. Once you've identified the ball you think is the different one, click on it. This will send it to inventory, where you should rest your pointer on it.
If you've made the correct choice, you'll see "Unique specimen, very hard to find. Remember that the solution is different each time the puzzle is attempted. Good luck! If you get stuck, scroll down a bit for some help. Note: For easy reference, you may want to print the diagram below. I hope it doesn't look too intimidating! I've tested it with numerous iterations of the puzzle, and I feel it's fairly easy to follow. Just take it one step at a time, and you'll be fine.
Step 1: Refer to the diagram and place the first two sets of balls in the two trays. Click the lever. Make note of the result either left or right will be heavier, or there will be no change. Click the lever again to reset the scales. The green number 1 will change to 2. Step 2: Consult the diagram again, find the result you got in Step 1, and determine which balls will go into the 2nd trial. Place them in the two trays as indicated. Click the lever and note the result. Then click the lever again to reset the scales.
The green number 2 will change to 3. Step 3: Going back to the diagram, find the result from Step 2, and see which balls should go into the 3rd trial. Place them in the two trays as indicated, and click the lever. Note the result, and locate it on the diagram.
Doing so will reset the puzzle and you'll have to start over. This is the number on the ball that's different from the others, and it's the one you want. As already mentioned, you'll need to confirm you have the correct ball by clicking on it, then resting your pointer on it in inventory. If it's the correct choice, you'll see "Unique specimen, very hard to find. Note: The numbers 1 through 12 in the diagram represent the balls.
Once you've recovered from brain-strain, go over to the door, look at it closely and use the "phial of acid" on it. This will open it, and you'll be back outside the lab. Re-enter the geyser elevator.
Notice a vertical pipe in the right foreground, and place on it the white ball you've just risked going insane to get.
This will propel you up a floor and into some living quarters. Take the reel of film, read the page lying inside the book, and look at the photo. This room seems to belong to Alexander, the Academy's Rector. It appears that he has a brother named Peter. Go back where you were when you first came in. You'll see two doors: a wide one and a narrow one. Before proceeding, save the game. The wide door will get you back to the surface, and end the game. You'll see a final cutscene.
The narrow door will take you back to the geyser elevator and enable you to play two additional segments of the game, culminating in a different ending.
Whichever one you choose, you can come back and play the other one after loading the game you just saved. Read another news bulletin that arrives. Talk to Taal Nadi about everything. She tells Taal Nadi that she's got proof of who's behind all of the unrest.
He tells her to take it to Adam, who's in the Supervisor's Platform. Click the lower right-hand corner of the screen, then the middle of the top of the next one. In overhead view, click at the front of the Supervisor's Platform. Go into the building. Take the piece of paper from the floor and read it. It's a Chemical Formula. Remember that sheet of iron you used in stopping the paddlewheel?
Well, it's back where it was before you took it. Oooooh, magic! Take it again. Talk to Adam about everything. Adam tells you that more evidence might be in the diamond lab's safe.
The Chemical Formula you've just found is supposed to help you in this regard, but part of it is incorrect more about that in a minute. Be that as it may, you'll need to find both white and black diamond powder. Go back to the sorting area in the warehouse. The machinery is off and the decidedly unfriendly Kia Tran is gone. Cross the stairs and go to the conveyor belt.
We have no easter eggs for Journey to the Center of the Earth yet. We have no glitches for Journey to the Center of the Earth yet. Created by: ultra rune t. Read the full guide We have no achievements or trophies for Journey to the Center of the Earth yet. Since , CheatCodes. To find all the latest cheats, guides, hints and tips, visit CheatCodes. Journey to the Center of the Earth.
Check Nintendo DS cheats for this game. Easter eggs.
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