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You find yourself near a crossroad (call it junction A). The right road takes you to a building with columns, the left road takes you to the "headquarters".
You find yourself near a crossroad (call it junction A). The right road takes you to a building with columns, the left road takes you to the "headquarters".


;Column building: Note before you enter the building: Just while you are outside, if you move the cursor to the lower edge of the screen you will notice that it blinks. This means that you can turn around, but towards ''different'' paths depending on where you click. If you click at the lower right corner of the screen, you turn around towards the southern path leading to Junction A, if you click at the lower center, you turn around towards the northern path.
====Column building====
:Enter the building and ascend the stairs. It's a dead end but you can turn to the left. Locae a point at the top of the window where the cursor becomes an "up" arrow. You can see a blurry graffiti where the cursor becomes a "forward" arrow. Click on it to have its closeup. It's a diagram of the paths on the island with locations of interest. It can be helpful but unfortunately it doesn't correspond 100% to the game navigation. Note that the bunker-like structure on the left is not accessible in the game (probably a planned element which was cut from the finished game).
Note, before you enter the building, just while you are outside, if you move the cursor to the lower edge of the screen you will notice that it blinks. This means that you can turn around, but towards ''different'' paths depending on where you click. If you click at the lower right corner of the screen, you turn around towards the southern path leading to Junction A, if you click at the lower center, you turn around towards the northern path.
:Another thing to notice is that once you enter the building, there is no turn around cursor: you have to go up, and look at the wall in order to descend the stairs.


;Cannon: The cannon is not easily accessible. According to the map, you can just follow the forward path from Junction A to look for it however it's not so in practice. Instead, from the Columb Building follow the northern path for 3 screens until the crossroad. Turn to the left for another 3 screens. You will reach a fork: forward it leads back to the "Mine", while the right turn leads to another fork. There, you might see a rodent running to the left side. If you follow the path forward you will reach the Grotto, instead follow the left path (where the rodent went) and go forward to find the cannon.
Enter the building and ascend the stairs. It's a dead end but you can turn to the left. Locae a point at the top of the window where the cursor becomes an "up" arrow. You can see a blurry graffiti where the cursor becomes a "forward" arrow. Click on it to have its closeup. It's a diagram of the paths on the island with locations of interest. It can be helpful but unfortunately it doesn't correspond 100% to the game navigation. Note that the bunker-like structure on the left is not accessible in the game (probably a planned element which was cut from the finished game).


;Headquarters:You should visit this building after obtaining the crowbar from the cannon.
Another thing to notice is that once you enter the building, there is no turn around cursor: you have to go up, and look at the wall in order to descend the stairs.
:Just as you enter the building, there is a pile of debris on your left, but you can't turn from where you are (another oddity), you have to walk forward, angle to the left and then turn around to approach it. Move it with the crowbar. You find a locked chest. The combination is the number 12469 you saw on the ship's ID plaque (although there is no hint in the game that it would be it). You find a Japanese decoder; press all buttons and take a photograph (1/9).
:Now turn around, and walk forward until the wall, in the left "niche". Turn to the right. You see a cement wall and very obscure graffiti on it; you can see that the cursor becomes the "forward" cursor when you move it on them. Click and you will have a closeup of some engraved symbols which Edward identifies as a schedule. Take a picture (2/9).
:Have in mind that the building has two exits. One (from which you probably came) leads back to the abandoned mine. The other leads to the Grotto.


;Grotto:It's not important to visit the grotto, and you should only if you have the pickaxe from the mine. The easiest way to reach it is to go to the Headquarters, exit through the northern doorway and continue to the north (forward) 4 screens until the crossroad, and 4 more screens. Once you reach a dead end, use your pickaxe three times on the boulders and go further inside. When you can't proceed any more, turn to the left, and click on the graffiti on the wall where the cursor takes the "forward" shape. It's a vague diagram of two buildings on the island, the Column Building and the "bunker" which is not accessible in the game. Turn to the left towards the exit of the cave and walk one screen. There is another diagram on the top-left part of the screen. Unfortunately their meaning is not revealed to be imporant in any puzzle.
====Cannon====
The cannon is not easily accessible. According to the map, you can just follow the forward path from Junction A to look for it however it's not so in practice. Instead, from the Columb Building follow the northern path for 3 screens until the crossroad. Turn to the left for another 3 screens. You will reach a fork: forward it leads back to the "Mine", while the right turn leads to another fork. There, you might see a rodent running to the left side. If you follow the path forward you will reach the Grotto, instead follow the left path (where the rodent went) and go forward to find the cannon.
 
====Headquarters====
You should visit this building after obtaining the crowbar from the cannon.
 
Just as you enter the building, there is a pile of debris on your left, but you can't turn from where you are (another oddity), you have to walk forward, angle to the left and then turn around to approach it. Move it with the crowbar. You find a locked chest. The combination is the number 12469 you saw on the ship's ID plaque (although there is no hint in the game that it would be it). You find a Japanese decoder; press all buttons and take a photograph (1/9).
 
Now turn around, and walk forward until the wall, in the left "niche". Turn to the right. You see a cement wall and very obscure graffiti on it; you can see that the cursor becomes the "forward" cursor when you move it on them. Click and you will have a closeup of some engraved symbols which Edward identifies as a schedule. Take a picture (2/9).
 
Have in mind that the building has two exits. One (from which you probably came) leads back to the abandoned mine. The other leads to the Grotto.
 
====Grotto====
It's not important to visit the grotto, and you should only if you have the pickaxe from the mine. The easiest way to reach it is to go to the Headquarters, exit through the northern doorway and continue to the north (forward) 4 screens until the crossroad, and 4 more screens. Once you reach a dead end, use your pickaxe three times on the boulders and go further inside. When you can't proceed any more, turn to the left, and click on the graffiti on the wall where the cursor takes the "forward" shape. It's a vague diagram of two buildings on the island, the Column Building and the "bunker" which is not accessible in the game. Turn to the left towards the exit of the cave and walk one screen. There is another diagram on the top-left part of the screen. Unfortunately their meaning is not revealed to be imporant in any puzzle.


==Palau==
==Palau==