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Schizm 6
Schizm 6
Sam
Take the lift to the third floor and take the wagon to the Island Ship. Enter it and walk to the
control-cabin.
Hannah
Take the lift down. Walk up the ramp and take the
chair-lift to leave the ship.
You meet the scientist again. He is unstable and talks
in broken sentences.
The Monorail.
The only thing
to examine is
the monorail
wagon. Enter it
and sit down.
Click at the
control to turn
it. There are
two buttons and a handle to the right. If you pull the handle the symbol in the window is
changed. Pull the handle to get each one of the symbol. Click the right button and check what
happens.
A code-locked door
Look right.
On the hillside
you can see
small houses.
Follow the catwalk forward down a staircase. Turn right. There is a door with a code lock.
Zoom in at the
code-lock and
look at the
symbols. Make
a sketch to
remember
them, you will
need it later.
The door is open. Click at it to enter and walk through the dark tunnel. You come to a pond.
Far away you see a big black thing. A railway goes there but part of it is lowered.
Walk right
until you come
to a puzzle.
Click at it. You
are playing
against the
computer (or is
it Matia?)
You must build a road from left to right while the computer is trying to stop you by blocking
your way from top to bottom. The computer is very skilled and difficult to beat. The best way
is trying to stop the computer from getting a continuous blocking. If you succeed your own
way is completed. At the right picture above you can see a successful game.
Walk through
the tunnel and
take the
catwalk to the
right.
You'll see a
similar code-
locked door bur
this one is locked. Go forward to a lift.
Take a step
forward and
you'll see the
lift coming up.
There are
evidently
several floors.
Click at the
lever and push it down to the bottom and you are taken to the first floor,
It is time to get Sam to come here.
Shift to Sam.
Sam
Turn around
and take two
steps forward.
Enter the
tunnel.
You see a
prison cell at
the fond. There
is someone there but he goes away. The water prevents your going there. If you could pump
it out you might be able to talk to the prisoner.
Hannah
Go to the wheel on the small plateau at right. Turn it clockwise and stay there.
Shift to Sam.
Sam
The water has gone and you can walk to the prison-
cell.
The prisoner comes and talks to you. He tells you
many important things.
"You can't free me. Don't even try. I'm Charles Santo.
I was on Tomlin's team.
Started it all, persuaded them to take things.
It wasn't looting.
You have to understand. We were getting nowhere.
We didn't know about Matia then, but I agreed with Tomlin, with all this tech, there had to be
watch systems.
We had to do something, make them act.
Should have known better.
Angela's texts said the Wanderer was called the treasure beyond price.
I knew 'treasure' translated as 'ultimate gift'.
That's its older name, the Good Servant, might well refer to a doomsday function.
Save the planet, save the people, or destroy everything.
Well, you got this far. You might still have a chance.
Richard Hovis came here too. Couldn't free me but found out a lot.
This village, Matiani, makes dimensional shifts, if you can find the right transfer sequence.
Shifting the village is an important approach protocol, Hovis said.
They're the words he used. Said it's something to do with the houses.
You have to enter each one twice, but exit only once.
He was very pleased with himself. Very excited about it.
Enter twice, exit once.
He said he finally worked out how to get through to the Wanderer, there, on the other side of
the dam. Said he knew the special safety measures for approaching and unlocking it.
He wouldn't say what they were.
He said the rest of us were wrong. Didn't understand that unlocking the Wanderer would
destroy us all.
Well, I'm still not convinced.
I say unlock it, find out one way or another.
Hovis promised to come back, but he never did.
At least you're able to go over there and find out for yourself.
If you succeed, come back for me. Promise you'll come back."
Go outside and
to the right.
You see some
houses. It must
be the houses
Santo talked
about. A bridge
leads there but
it is raised. To the right there is a lever. Click at it. The two parts of the bridge move just a
little bit. Big pipes lead backwards to the two wheels on each side of the tunnel. You need
help from Hannah. She must turn the wheels while you pull this lever
Shift to
Hannah.
Go to the
wheel to the
right of the
tunnel. Pull the
wheel
clockwise one
step.
Shift to Sam.
Press the bridge-button.
The right part is lowered a tiny bit but much remains. Continue shifting between Hannah and
Sam. Hannah pulls the wheel one step clockwise and Sam pushes the button.
Go on doing the same thing until the right part of the bridge is horizontal, (Look at the picture
at right.)
Hannah walks
to the wheel to
the left of the
tunnel. Do
exactly the
same thing
with this
wheel. Hannah
pulls the wheel clockwise one step and Sam pushes the button until both parts are level and
the bridge stays down. (Look at the right picture.) Sam is still acting.
Sam
You must
know which
house you enter
and which you
exit to be able
to make a plan
how to enter
each house
twice and exit once. The middle house X is special. You can't enter it. Every time you enter it
the game is reset.
You shall enter each house twice. That makes 8 times to enter. But you must only exit each
house once. This means that you have to exit house X four times.
Start enter house A several times and note down which house you exit. After you have
entered 8 times you always exit house A.
Enter house X. The optical effect means that the game is reset.
Now examine the three remaining houses the same way. Enter each house 8 times in a row
and note down the sequence of exits. Remember to reset in between.
This puzzle never varies. You can see he values in the following table.
Turn 1 2 3 4 5 6 7 8
House entered House exited
A A C X C X A B D
B X B X A D B A X
C D A C D X B C A
D B A B D C C D C
Reset the game and enter house A, B, C, D in sequence. You always exit the same house.
Look at the table. First time you entered house A and exited from A. Second time you entered
B and exited from B. Same thin occurred with C and D the third and forth time. Look at the
table. In the columns 1, 2, 3 and 4 you can see the same results. You can use the table to
decide exactly where you exit any time in the sequence.
As mentioned before we have to exit house X exactly four times. In the table you see that we
can exit house X in turns 1, 3, 5 and 8. In turns 2 and 8 there is only one choice B-X. That
means we can never more enter house B. In turn 3 it is therefore only one possibility A-X. In
turn 5 We have two different possibilities A-X and C-X
We can make a new table and enter the values we are going to use. We start with examining
Alternative 1.
Reasoning the same way in alternative 2 where we have chosen C-X in turn 5 we can find
three more correct alternatives. Can you find them?
But as we need only one we can use the one we have found so far.
First open the door to house X to reset the game. Then follow the pattern in the fifth column
above.
As the last move open the door to house X, Now you can enter it.
A dimensional shift
When you
come out again
everything has
changed. It is
night and light
is coming from
all windows.
You have done
a dimensional shift.
Walk towards the bridge. You turn automatically around and there is a woman looking at the
sky.
She starts talking.
"I'm glad you came. Some of us, a few of us, have learned your language.
You are on the doorstep of our sanctuary.
The decision is yours: the Wanderer or the Good Servant. Which will it be?"
She stops
talking and
looks again at
the sky. Then
she fades away.
What is so
interesting up
there in the
sky. Walk to the spot where she stood and look up.
You see 12 lighted pipes some of them longer than the others. They look like the pipes on the
computer-organ in Bosh Tunnel. Make a note of the ones that are higher, 1,, 5, 7, 8, 10, 12.
Enter house X. When you come out you have shifted back and it is daylight again.
Sam contacts Hannah who is still at the wheel and tells her everything.
All this talk about the Wanderer and the Good Servant. And they don't say he they say it. Is it
in reality the big black thing or something inside it. And is the Wanderer and the Good
Servant the same thing, Santo talked about opening it. Everything is very confusing but
points to that you ought to find a way to get to the black thing.
Hannah
Sam
Enter Hannah's
symbols in the
code-lock. The
door opens and
you can enter.
Walk to the left
and you'll find
a new railroad
puzzle and remember that you have to beat the computer twice in row to raise both bridges.
This time it is more difficult because the computer makes the starting move.
The only chance to win is to stop the computer from building his wall. But beware, he is
devilishly skilled.
When you have beaten him twice you can see that both the bridges are risen. The way to the
wanderer is open.
A railway journey
Exit to the
catwalk and go
left to the
monorail
station. Click at
the button on
the pillar to call
for the wagon.
Enter the symbol that looks like a capital I, press the right button and enjoy your journey.
You get a
close-up of the
Wanderer. It
doesn't open.
Something else
has to be done.
Since you got
new
coordinates to the fish-balloon you are surely meant to use them.
Return to the monorail and press the button to call for the wagon.
Enter the
wagon and
enter the
symbol for the
station at the
catwalk..
Take the lift to
the first floor.
Someone must return to Bosh tunnel and try to manipulate the computer-organ. But first it
might be useful to talk to Santo. Hannah is still in the tunnel. If you pump the water away she
can talk to him.
Go to the leftmost wheel and pull the lever to turn the wheel clockwise. Stay where you are.
Shift to Hannah.
Hannah
Talking to Santo
When Sam has removed the water walk to the cell and
speak to Santo. He says:
"If you are going to unlock the Wanderer, two
operations are necessary back at Bosh: 'ossa' and
'jissa'. And don't forget to come back here."
Take the
wagon and
enter the
symbol to go
all the way to
the Wanderer,
Go to the left
house and pull
up the valves 3, 5, 7, 8 as shown on the right picture. (Just like the small lamps to the left on
the computer-organ.)
Walk to the
pipes near the
right house.
Pull up the
valves 1, 5 and
8.
Then walk to
the button
below the Wanderer and push it. You'll see the Wanderer opening and closing.
Sam
Go to the forth
floor and enter
the fish-
balloon. Enter
the new
coordinates and
press the
center-button.
The balloon takes off and flies to the Wanderer that opens. A hook on a wire is lowered and
up comes a sphere-like thing.
Hannah
The Finish