2019: Walkthrough by: Louis Koot
NOTE: Much in this walkthrough is from my original Dutch Rhem 4 walkthrough that I did when Rhem 4 original came out. A lot of things in Rhem 4 SE is the same as in the original Rhem 4 game, but there are a few changes made by Knutt, such as the 2 New Areas. Knutt has hide a few New Codes in the game.........You need to find those codes to be able to access the New Areas.
Chapter 1: the Black Crystal Room:
When the game starts, Zetais gives you a letter in which he thanks you once again for returning to the Rhem Island for the fourth time. Zetais also gives you a Black Crystal. It is the Black Crystal that you found in Rhem 3 The Secret Library. Zetais has now examined the Black Crystal and he suspects it is the key to a still unknown part of the Rhem Island
Zetais also gives you the results of his research of the black Crystal. You need those research results to be able to activate the Crystal. Zetais wishes you the best and finally asks if you want to give his brother Kales the warmest greetings and he will send you on your way in the train car ......The train car takes you for a short ride, through various doors and a tunnel. The train car then stops because it can not continue because of a closed door.
A: The Entrance Tower
When the train car has stopped turn right and ..... You will see a round tower with a red pointed roof and a gate.
Stay in the train car for a moment longer and move your cursor down to the bottom of your screen. At the bottom of the screen the Icon Bar pops open.
In the Icon Bar you see, from left to right, a Box, a Book, a Compass and a Wheel. The box is your Inventory. Click on the box to open the Inventory. In Inventory you now have the round Black Crystal that you received from Zetais. Close the inventory by clicking the green arrow button. Click on the Book to open the Document screen. All documents, drawings and letters are stored in the Book. By using your + cursor on a document or drawing, you can view the documents and drawings in close-up. Close the book screen again via the arrow button.
The Compass has 4 points. Always 1 point is white. The white point of the compass always points to the North. The upper point of the compass always points in the direction that you are currently looking at. At this moment the upper point is the white point, so you are now looking at the North. If you turn right and then view the compass again you will see that the white point is on the left. Left is then the north and you are now looking at the East
Via the Wheel you can open the Menu screen where you can Save. Load and close the game. However, you can also access the Menu Screen via your ESCAPE Key on your keyboard.
Enough explanation ... you have a lot of work to do so let's get started with it. Go 2 clicks ahead and then turn right.
You are now right in front of the round tower. This is the Entrance Tower.
The Entrance Tower has a metal sliding door. Above the sliding door you see a green button. Click on the green button to open the sliding door. You will see a circle consisting of 4 Rings. In each ring you see a few white holes and 4 black balls. Off course those black balls are all in a whole. If you click in a ring on a white hole, the black ball of that ring goes into that white hole. Name the rings in the circle, from the outside inwards: A, B, C, D. Name the holes in the rings: A1, A2, A3, A4, A5, B1, B2, B3, B4, C1, C2, C3, D1 and D2
Move your cursor down, to the bottom black part. Your cursor will then become a + cursor. With the + cursor you zoom in and with the - cursor you zoom out again. So zoom in on the bottom, black, part in the tower and ..... You look down at the bottom in the tower and see a lamp holder where a lamp belongs.
Above the lamp holder you see a bar, but it is to dark to see that bar properly. So you will have to find a light bulb to put it here in the lamp holder.
Zoom out. Turn left. You look through the gate. Further on you see a piece of pipe coming out of the left wall. Go 1 click forward and then turn left and .... you are standing in front of that piece of pipe. There is also a hole here in the wall. A button is placed on top of the pipe. Click on the button and ..... well .... the pipe appears to be a monitor and Kales, the brother of Zetais, appears. Listen to Kales.
Kales says that he has discovered an entrance to a new area in Rhem.......Off course he has...smart ass.......According to the data he has found, there is a hidden transport system that leads to a second connection with the outside world. In order to activate the transport system and to be able to return yourself home, you have to find nine fragments of a key.
When the video message from Kales is finished, turn left again. You look back at the gate and the Entrance Tower.
Above the gate a light bulb sticks into a lamp holder. Zoom in on the light bulb and then take it out of its holder
The light bulb ends up in your inventory. Zoom out and now go back to the Entrance Tower. Click on the green button again to open the Tower sliding doors and zoom in again on the lower black part. You see the lamp holder again. Take the Light Bulb out of your inventory and click it in the lamp holder and .....let there be light........
There is now light and you now see a bar in which you see a number of squares. The bar is divided into segments of 2 squares, 3 squares, 4 squares and 5 squares. Some squares are gray and other squares are white. What do they mean? .... Call this bar with squares the Door Code bar. Zoom out and turn left again and step through the gate again into the corridor. Follow the corridor now to the end. At the end of the corridor you'll be at a closed gray metal sliding door.
The door is locked and you have to open this door. Above the door you can see just such a Door Code bar as you have just seen at the bottom of the Entrance Tower. To the right of the door you see a panel. On that panel you see the Circle that is also in the Entrance Tower. You can see that in the circle the 4 black balls are in their correct positions. Remember the position of the 4 black balls. On the panel you also see a bar of 6 squares of which the 4th square is gray and that means that this door is Door 4. It also means that there are 6 of this kind of doors.
The Door code bar, above the door, consists, from left to right, of 4 squares, 3 squares, 5 squares, 2 squares and 1 square. The one square that is on the far right is the Door Opener. In each segment of the bar a square is gray, but if you click on the Door Opener the door will not open. You can click on the squares in the Door code bar to make another square gray.
Ok ..... you have to set the right code in the Door code bar by making the right squares, in each segment, gray. But what is the right door code now? Well .... you will determine that in the Entrance Tower with the help of the Circle and the 4 black dots. Take a good look at the positions of the 4 black balls, as shown on the panel next to the door. If necessary, draw the circle over. In the circle is a black ball on the position: A5, B3, C1 and D2
Turn around and return to the Entrance Tower. Open the door in the Entrance Tower again. You see the circle with the 4 black balls again. On the panel, next to Door 4, you saw that a black ball should be placed in the holes A5, B3, C1 and D2. So click on the white holes: A5, B3, C1 and D2 to make the black balls go there.
When you have the black balls in the right positions in the rings you zoom in again on the lower part of the tower and........
You see the light bulb again and you see the Door code bar again. The code in the Door code bar shows you the code for Door 4, so now carefully note down the Door code bar.
Zoom out and return to Door 4. Now, in the Door code bar above Door 4, make the squares gray that you also saw gray in the Entrance Tower. Remember that the segments in the bar above the door are in a different order than in the bar of the Entrance Tower. When you have made the right squares gray, click on the Door Opener square and ...... the door opens.
Step through the now opened door and ..... you have entered:
B: The Entrance Hall:
The Entrance Hall has 6 gray metal sliding doors. Through Door 4 you entered this Entrance Hall and you are standing in front of Door 6.
When you turn to the right you see the doors 1, 2 and 5.
If you turn around , you see Door 3. You have now opened Door 4, but the other 5 doors are still locked and you have to open them in exactly the same way as you did with Door 4. . Next to each door you see the panel with the black ball code and above every door is the Door code bar. Door 4 is already open, but you have to open the other 5 doors. So what do you have to do now?
Now first go to each of the doors and look at each black ball door code. Make a note of all those Black Ball codes for the doors 1, 2, 3, 5 and 6. Then go back to the Entrance Tower and put the Black Balls in the Tower Circle in the right positions. Do this for all the doors, except door 4 because door 4 is already open. Then look down at the Door Code Bar and note down the Door Code you see and enter the number of the door for which that code is. So you do this for each of the 5 doors.
When you have found the right square code for each of the 5 doors in the Entrance Tower then you take the Light bulb back out of the holder because you will need the light bulb later somewhere else. Then go back to the Entrance Hall and then make on the Door code bars of every door the right squares gray and then click on the Door Opener square to open all doors. Also note how each door opens because that is also important to know later.
NB: Do you find this too much work? Well ..... then you are in luck because I have already done all this work for you, so you do not have to do this yourself anymore. The screenshots below show you the correct door code in the Door code bar above each open door. You therefore no longer need to figure out those door codes yourself. So say "Thank you Louis" and make in the bar above every door the door the correct squares gray and open the doors via the door opener square
When you open the doors you also note down, on a piece of paper, how each door slides open. This is important for later in the game.
Door 1 slides open from right to left
One door closes when you open another door, but the door codes remain active. So you only have to enter the door codes once. Then you open a closed door by clicking on the rightmost square in the Door code bar
When you have successfully opened all 6 doors, you go through Door 6
Door 6 brings you into a corridor. Walk straight to the large poster that hangs on the wall. View the poster. On the poster there are 4 groups of 5 black crosses each. In each group, arrows go from one cross to the other cross. You have no idea what to do with this poster. When you stand against the poster, at the bottom of the screen, the Book icon pops up... In the book you now see a + sign. Click the + sign and .....
A copy of the cross poster is created and that copy is saved in the document book.
Turn left. You now look further through the corridor. On the left is a small narrow table against the wall. Go 1 click further ahead and then turn left and you are right in front of the table. Through the hole in the wall you see the Entrance Tower. There is a microphone on the table. The microphone is connected to the tube monitor of the camera surveillance. Click the green button to turn on the monitor. On the monitor you will see the Entrance Tower.
Turn right again and then follow the corridor to the outside and then turn right again. You stand in front of a closed, yellow metal door.
Here you can not go any further, so turn around and follow the corridor back to Door 6.
Click, above Door 6, on the rightmost square to open the door again and then enter the Entrance Hall again. Now go to:
Open door 5 and you will see a round tower with a green dome roof. Go forward. The metal door of the tower is closed. Right is a wooden box in the fence. Open the cover of the box.
In the box you see the keyhole where you have to insert the key for this tower. Unfortunately .... you do not have that key yet. Turn around and enter the Entrance Hall again and now go to:
Open Door 3. Door 3 brings you on a "scaffold path" above the pond. Go 1 click forward and then turn right. An elongated wooden box hangs from the railing. Open the lid of the cabinet and .......
...... well ... the box contains 9 compartments, in different shapes. In this elongated wooden case you must finally put the 9 Fragments of the key, which Kales told you about.
Turn left again and go 1 step ahead again and turn right again. You are now in front of a tube monitor of the camera surveillance, but if you click on the green button then nothing will change on this monitor. On the other side you see the yellow metal door that you reach via door 6
Turn around again and return to door 3. If Door 3 is now closed, open the door via the right-hand square of the Door code bar. Step back into the Entrance Hall and now go to:
Door 2: The Revolving door
Pipe screen code 1
Open door 2 and then follow the zigzag path to an oval wooden door...
When you stand with your nose against the oval wooden door, do not press the red button immediately, but first turn to the right ...... In the rock you can see a copper pipe ... Zoom in on that pipe and then put your hand on the pipe and ...... The pipe turns out to be a round screen and you see a window in it. In the window you see a circle with two lines that indicate 12 hours and 3 hours. The 2 right sides of the window are red. Carefully draw this entire symbol over on a piece of paper
You must find more of those Pipe Screens with codes......you'll need them to get access to the new areas.
Turn back to the left and then press the red button to open the oval door and then continue to the wooden revolving door.
The revolving door is shut on this side and you do not get the door turned here.,... So here too you can not go any further, but this revolving door is the access to the next path. If you look to the left, you see that the path behind the revolving door leads to another oval wooden door. If you look to the right you will see that the path leads to a wooden Pointed Door. Well ... turn around, 1 step forward, press the red button again to open the oval door again and then follow the zigzag path back to Door 2. Open Door 2 again and then enter the Entrance Hall again. Now go to:
The 2 Clocks, the Studio of Kales, the Hut with Straw Roof and the Crystal Room:
Open door 1. Follow the zigzag path 8 clicks ahead. You are standing in front of a gate and further on you see another gate. Step through the gate and then stay put. You are now between the 2 gates. Links is an Inlet and on the right is an Inlet. In both inlets you see a clock, in the back wall.
The Right Clock:
The pointer of the click rotates quickly in the right inlet. This right clock has 9 positions. The positions are at 12, 1, 3, 5, 6, 7, 9 and 11. The current for the clock is supplied by the Fuse, which is plugged into the box. When you remove the fuse from the box, the clock hand stops at 1 of the 9 positions.
Take the Fuse out of the box and then note the position on which the clock hand stops
For me the clock stopped at Position 1 but that's because I removed the Fuse while the pointer was at 1 o'clock. It does not matter on what witch position of the clock's hand you remove the fuse, if you just write down the position on which the hand of this clock is standing still....that will be the position that you will have to work with later on in the game...... Ok ..... You do not put the fuse back in the box because you need the thing later. Turn around to the left inlet and:
The Left Clock:
The clock in the left inlet indicates the hours 1 to 12. In front of the clock is a planter where 4 plants grow. The color of the 4 plants changes at each hour that the clock shows. Stay here until the clock has run through all 12 hours and note down at each hour what color the plants have. You have to be patient for this. The pointer always moves after one minute to the next hour, so you will be busy with this for about 12 minutes
The plants are yellow at 1 o'clock. The plants are pink at 2 o'clock.
At 3 o'clock the plants are orange. The plants are red at 4 o'clock.
The plants are black at 5 o'clock. The plants are brown at 6 o'clock.
The plants are purple at 7 o'clock. The plants are blue at 8 o'clock.
At 9 o'clock the plants are light blue. The plants are gray at 10 o'clock.
At 11 o'clock the plants are green. At 12 o'clock the plants are white.
When you have noted down the colors of the plants for each of the 12 hours, it is time to move on. Turn right and go 1 click forward through 2nd gate. You are then in a courtyard. You can then go straight on, left and right. Straight ahead and right you lead to a metal door in the wall but you do not want that yet. Turn left and ... you see the 3rd gate.
Now follow this left path, through gate 3, to the front door of
C: The Studio of Kales:
Open the blue door by pressing the red button and then step inside. You end up in the hall. At the left wall stand a TV monitor. Opposite the monitor is a blue metal door. When you turn left, you see a gray metal door that you can not open. When you turn right you look into a bedroom. There is a wooden box on the back wall. The Monitor and the blue door get power through the cables coming out of the left wall.
Walk forward and then turn left so that you are right in front of the TV monitor. Press the green button. Unfortunately .... the monitor does not receive power. Apparently there is no power via the cable that goes from the wall to the monitor. The monitor is connected via a gray cable to the box that protrudes on the back wall. Turn left to the box. Open the box. In the box there is a round switch that you can turn. The switch is now vertical but you can also click the switch horizontally.
The switch operates the monitor, but when you turn the switch nothing happens. The switch should receive power from the monitor via the gray cable. However, since the monitor is not receiving power, the switch does not work either. If you have clicked the switch horizontally, click the switch again to turn the thing vertically again. In the inside of the door is a drawing on which you see two buttons. The drawing "tells" you that button 1 "On" when you click on button 2 ..... remember this and turn clockwise. You are right in front of the blue door. Also this blue door does not open because the orange button, which is right next to the door, does not get power now. Turn right again and step back to the front door. Then turn left and then step into the bedroom.
On the right is the bed and on the left a table. You stand for a chair and a small round tables. Behind the chair, the table and the bed, the green curtain is closed. Click, when you stand in front of the chair, with your hand on the green curtain. The curtain then slides a little open and you see a drawing on the wall.
The drawing shows you a house with 5 chimneys, 2 trees and, at the trees, a number of circles that have something to do with the lever device that stands under the 2 trees. There are 5 chimneys on the roof of the house. Arrows and a hand point to each of the 5 chimneys. You can not take this drawing with you and you can not copy it either, so draw the drawing over yourself because it's important for later in the game
Turn clockwise to the bed. On the bed is a book and above the bed hangs lilac colored bird. You can click on the bird to swing the thing back and forth.
Click twice on the book to take and open it. This is it Diary of Kales. Read the diary. The diary contains 5 pages with text and 3 empty pages.
Kales writes that he too only arrived a few days ago in this still unknown part of Rhem and that he has decorated this house as his headquarters. Kales writes that he has not yet found the "Star Key" and he also talks about the 9 Key Fragments. Kales has also found a Hut with a straw roof. In that hut, the fragments can be put together in an oven. Kales closed that hut again but he left hints about how to open the hut again. Kales also reports that he has found an alternative transport system, close to the rail tracks. Kales has also found a cave with a Star gate in it and he has seen the inhabitants of that cave.
When you have read the diary, click next to the book to put it back on the bed. Then turn around to the table.
On the table is a sketch in the wall you see a panel with a large "L" and a "T".
Click on the sketch to view the sketch in close-up.
While you see the sketch in close-up, click with your + cursor of the Document Book to save a copy of the sketch in your document inventory.
On the sketch you see 8 circles. The centers of all those circles are connected by lines. In each circle there are small circles that have a horizontal or a vertical line. Zoom out to put the sketch back on the table. In the panel there is an "L" and a "T", both of which are made up of boxes. If you click in the boxes of "L" and "T", red dots appear in each box.
You do not have enough information yet to solve this puzzle. So remove all the red dots from the "L" and the "T" again.
Turn left and .... You are right in front of the doorway. Straight ahead you can see the gray metal door. Stand still ... so do not step back into the hall.
A wooden panel hangs to the left and right side of the doorway. There is an orange button below the right panel.
Click on the orange button and ..... the two panels open and ..... There are 5 buttons in each box, so in total there are 11 buttons. The button at the bottom right, with which you have opened the two boxes, is Button 1. If you click on one of the other buttons, another button will light green. In the door of the round monitor switch you have seen the hint for this puzzle. The button that lights up is the next button and the button you clicked on is the previous button. So you have to figure out where the buttons 2 to 10 are in the two boxes and if you know that you click in the 1 to 11 order on the buttons to open the gray door.
Name the buttons in the 2 boxes, from top left to bottom right: A, B, C, D, E, F, G, H, I, J, K. Button K is button 1.
Now click on all the other buttons until you find the button that lights up Button K. The button that lights Button K is then Button 2 in the row. Then look for the button that lights up Button 2 because that button is Button 3 in the row ..... so:
You now know that:
Reset the puzzle by clicking on a few random buttons so that the two boxes are closed again. Then click on Button 1 to open the boxes again and then click on the buttons: 2, 3, 4, 5, 6, 7, 8, 9, 10, 11 and .....
the boxes will close again but the gray door, on the other side, opens. Now go 4 clicks ahead, through the now opened gray door and further across the bridge and through the next doorway. You are then in the:
D: Power Room:
This is a square room that you can walk around. The room has 4 inner walls and 4 outside walls. Along the 4 inner walls there are a lot of electric pipes and in those pipes there is a "Node". Such a "Node" lights up when you get your cursor on it. On 2 of the inner walls there are 2 round meters between the pipes and on the rear inner wall there is a power box and there you also see a closed pointed door
The floor of the room consists of tiles on which you can see the compass. The white points of the compass tiles always point to the North. On top of the 4 outside walls of the hallway you see a white Line pattern. On each of the 4 outside walls that line motive has a different form. The line pattern that you see along the outer walls is familiar to you because it is also on the drawing you got from Zetais at the beginning of the game. Now look at that drawing more closely.
The drawing shows the same 4 lines of design as at the top of the 4 outside walls of the corridor. Zetais has written a number in every motif. Draw for yourself the 4 motifs on a piece of paper. Save the drawing again. You have to "translate" the 4 line motifs to the compass directions North, East, South and West and you will do that with the help of the compass that appears at the bottom of the game screen.
Stand against each of the 4 outside walls and then look at the white lines motifs and make sure you see the compass. As you know, the white point of the compass always points to the North and the upward point is the direction you are looking at. Through the compass you can determine at which outside wall you are standing and you can therefore note which compass direction belongs to which wall motif. Do this for each of the 4 outside walls and note in the drawing of the 4 line motifs in each motif the correct direction........
Then note in your drawing of the 4 wall motifs, which Motif is for West, North, South and East. This is important information for a puzzle that you will encounter later
When you have determined the compass directions of the motifs on the 4 outer walls, we will continue to do the same with the inner walls. Stand against each of the 4 inner walls and make sure that you always see the compass again and then note the compass direction of the inner walls and then also note what kind of "Node" is in the middle of the power wires. The "Node" lights up and you also hear a "beep" when you place the cursor on the "Node". Start with the inner wall at the entrance. Also mark the "Nodes" because you have to be able to recognize them later. Based on the shape of the "Nodes" you can easily recognize the 4 inner walls separately.
In the North wall and in the South wall, are 2 meters between the power pipes. The East Wall has the power box and there is also the closed pointed door. The West Wall is opposite the entrance and there are also the 2 power wires from the wall that go to the Monitor and the Blue Door in the Hall of the Studio. We will now turn on the power supply to the Monitor and the blue door by moving the 4 round gauges so that the current will flow via the wires to the meter box that is on the East inner wall.
On the North inner wall and on the South inner wall, two round meters are between the power wires. Each meter has a thick and a smaller hand. The thin smaller in the meter indicates the hours. By clicking on the hands you put the hands in a different position. At this moment the thin hands in each of the 4 meters indicate 9 o'clock. You now have to click the hands of each of 2 of those meters in the right position.
In the North Inner wall you do not touch the left meter because it is already at 9 o'clock. Click on the hands in the right meter once to set it to 3 o'clock. Then go to the South Inner wall. In the South inner wall you stay away from the right meter because it is already at 9 o'clock. However, click twice on the hands of the left meter to set the hands to half past two.....when you have done this you hear a "DING" sound.
The power is now on, so return to the Monitor in the hall of the Studio.
First open the box where the round switch is located. The switch can be set to horizontal and vertical. Make sure the switch is vertical and then turn around to the Monitor and click on the green button and .... You will see a short scene in which you see a sunrise.
The rising sun shows you a black area in which you see 2 white squares.
Note down the black area because you have to remember the position of the two white squares. Also
note down that the "line" of the switch is vertical because this
indicates that a circle with a vertical line
belongs to Sunrise.......Name your drawing
"Sunrise". The video only lasts a short time, but you can view it again and again by clicking the green button again.
Turn back clockwise and open the switch box again. Click on the round switch to turn the center line horizontally. Turn back to the monitor and click the green button again and ..... you will see a scene of a sunset and another cube with 2 white squares. Reproduce the position of the 2 white squares and also draw the round switch back in which now the center line is horizontal. So a circle with a horizontal line belongs to Sunset. Name your drawing Sunset.
When you've seen both movies and made the 2 drawings, turn around to the blue door. Click on the orange button and ...... the blue door will now go open.
Step through the now opened blue door and turn left and ....... you see the Swing Bridge. Walk forward.
You can not go any further because the Swing Bridge is now turned the wrong way. Look down and you see that the bridge is really a swing bridge. This Swing bridge thus connects 4 corridors with each other, but unfortunately for you the bridge is now turned the wrong way. Turn around and return the blue door at an angle. Open the blue door again via the orange button and step back into the hall of the Studio. Turn left and walk to the blue front door, click on the orange button to open the front door and step outside. Follow the path back to the Courtyard and walk to the intersection.
Right in front of you is a Gray Door with a green button. To the right are the inlets with the clocks and it is the route back to the Entrance Hall.
left is also a gray door with a green button and that is the door of the Black Crystal Room.
D: Hut with Straw Roof:
Go straight ahead to the door and open the door by clicking the green button and ......
Behind this door you will see the Hut, with its straw roof, which Kales mentioned in his diary.
Open up the door of the Hut:
Continue forward to the wooden door of the hut. Click with your hand on the door but of course the door is locked.
To the left of the door you see a key symbol and to the right of the door the Electric symbol. You are standing here in a small courtyard. Turn right. In the right wall of the courtyard you see 5 holes that each have a different shape. On the railing of the path is a squares screen, a red round button and a square button. If you click on the square button, the button changes color.
You can not do anything with this right now, so turn around. You will see the left wall of this small courtyard. There are 5 cross holes in the wall.
On the railing there is a box with 5 round buttons and a box with 5 digit displays which now contain the number 1.
Above 4 of the 5 digit displays there is a red button with which you can put the numbers 1 to 5 in the 4 squares. If you click on the round red buttons, a white light appears in the cross holes. If you click the same red button 5 times in a row, then you'll see that the white light goes through the cross holes in a certain order. We are going to open the door of the hut with these red buttons and the cross holes. Behind Door 6 of the Entrance Hall you have seen in the corridor a Poster showing 4 groups of 5 black crosses each.
You have a copy of that poster in your document inventory. You need this cross poster now. Number the Cross holes in the wall, from left to right, 1, 2, 3, 4, 5. Number the 4 round red buttons, also from left to right, A, B, C, D, Number the boxes of the number panel, from left to right, E, F, G, H, I. Box E has no red button so you can not change the 1 in Box E. Leave the 1 in each box.
The 1 in box E means that the white light for each red button in must start in Cross hole 1. Click on Button A until the white light appears in Cross hole 1 and then click Button A again and then note the order in which the white light appears in the cross holes. Do this also with the red Buttons B, C, D. You then know for the buttons A, B and C the order in which the white light goes through the 5 cross holes and that order is:
Button A = 1, 2, 4, 3, 5.
Button D is therefore not programmed yet and therefore the door of the hut does not open. So you have to find and set the code for Button D on the number panel. Now take the copy of the Poster with the black crosses from your documents inventory. Make sure that Poster is large in your screen and then compare the 4 groups of 5 crosses with the order with the order of the white lights in the cross holes. Follow on the poster the arrows in each group from cross to cross. You will see that the upper left group has the code of Button A. The upper right group has the code of Button C. The lower right group has the code of Button B. So the lower left group must be the code for Button D.
So follow, in the lower left group, the arrows between the 5 crosses and you will see that the code for Button D is: 1, 4, 5, 2, 3..
Close the document screen and put the code 1, 4, 5, 2, 3 in the number panel
Then press the red Button D again and keep doing this until the white light appears in the cross hole. Then click 4 more times on Button D and by means of the code 1, 4, 5, 2, 3 you have now also programmed Button D. Now turn right back to the door of the hut and click with your hand on the door and ....... the door swings open now. So get in the hut.
The Oven is in the back of the hut. There are children's drawings hanging on the left wall and on the right wall. Walk through to the oven.
The gray valve of the oven is now closed. There is an orange button on the left and right of the oven. The left orange button is connected via a gray cable to a round switch that you can click on 0 or 1 via the green button on top of the switch. The arrow in the switch is now at 0 .........Click the green button to set the arrow in the switch to 1. Turn back to the oven and now click on the left orange button and ..... the gray oven lid slides open.
A mold is hanging in the now opened oven. The mold has the shape of an hourglass with a ball in the middle. Turn clockwise to the right wall. The oven valve closes again. The right orange button is connected via the gray cable to a box where you see the 5 shapes that you have seen outside in the right wall of the courtyard. Under each shape there is an orange button that does not work because this box does not get power. When you look back at the entrance of the hut you see that there are 2 children's drawings on both the left wall and on the right wall and you also see that the 5-shape box is connected, via a rusty pipe, with the gray power box that left next to the entrance.
Walk back to the entrance and then click on the gray box to open it. In the box is a red light and a purple button. Click on the purple button and .... the light will light green.
Turn around again and return to the oven. The power box closes automatically again. Back at the oven, turn to the right again to the 5-shape box. This box now gets power because you clicked the purple button at the entrance in the power box. Now click on each of the 5 orange buttons and .... in the 5 shapes white dots appear.
You can click on each orange button 8 times. If you do that with each button, 1, 2 or 3 white dots appear in each shape and after 6 or 8 clicks the white dots disappear. With each click the positions of the white dots change in the shapes. Say .... does this not remind you of the red balls you saw in the bedroom of the studio in the "L" and the "T"? Make sure that there are no white dots left in the 5 shapes, so make sure that the 5 shapes are completely black again.
Look back through the hut to the entrance. Two children's drawings are hanging on the left wall and on the right wall. On each drawing you can also see letter shapes in the form of squares. Walk back through the hut to the entrance and then turn right. You are now right in front of the front drawing hanging on the left wall (Left wall if you would stand with your back to the entrance).
On this drawing you see a tree and 2 purple birds and a number of letters in boxes. Red berries hang from the tree and the flying bird also has a branch with 2 red berries in the beak. Look at the "T" and the "L". The 2 red berries, which have the upper bird in the beak, fall exactly in a "T" box. Also in the "L" see that there is a red berry in 2 of the boxes. Mark the "T" and the "L" and mark in your drawings the boxes where there is a red berry in the "T" and the "L".
Turn left again and leave the hut and go through the gray door back to the large courtyard and then straight ahead and back to the Studio. Enter the studio again and into the bedroom of Kales. Then turn left so that you are right in front of the table and the panel with the "L" and the "T". Pick up your drawing of the red berries "T" and "L". Now click in the "L" and "T" in the boxes where there was a red berry in the children's drawing.
Then click with your hand above or below the 2 gray areas and ....... the panel opens and appears to be a cupboard. A letter paper is in the cupboard. Zoom in on the Letter Paper.
Your Book with the Plus sign will appear at the bottom of your screen. Click on your Book to make a copy of this Letter Paper and store it in the Documents Inventory On the Letter Paper you see the letters A, B, C, D and E and the numbers 0 and 9. Zoom out and go back to the Hut. Enter the hut again.
We will now look more closely at all 4 children's drawings. Stand right in front of each of the 4 children's drawings. At the top of every drawing you can see letter shapes that are made of squares. Parts of the drawings fall over those letter forms. Move your cursor over the letter shapes and ..... on each drawing there is 1 letter shape that changes color. Mark the letter shapes, which change color, and also note the color in which these shapes change.
In the drawing with the 2 purple birds the E-shape becomes blue. In the drawing of the white house with the red roof the F-shape turns yellow.
In the drawing of the balloon with the windmill the U-shape becomes green. The T-shape turns red in the drawing of the train tracks.
If you have draw over the shapes, which change colors in the 4 drawings, you go back out and turn left. You look back at the wall where the 5 different black holes are in. Now draw those 5 black holes on a piece of paper. The panel is on the railing. To the left of the box panel is the red button and the square button hangs on the right. If you click on the square button, the button changes color. You can make the button Yellow, Green, Red and Blue and those are just the colors in which the shapes in the 4 children's changed in
The box panel consists of 30 squares. If you click in the squares black crosses appear in them. Well .... in the box panel you have to make the shapes that change color in the child's drawing. First you make sure that the square button has the right color and then you make in the box panel the shape that has the color of the square button......like this......
If you have made all 4 shapes in the box panel, then click on the round red button and ........ white dots appear in the black holes of the wall.
Draw in your drawings of the black wall holes those white dots.
Enter the Hut again and walk on to the oven and turn clockwise again. You are standing in front of the panel on which you see the 5 black shapes, which are also in the outer wall. The 5 shapes in the panel are in a different order than on the wall. Click on the red buttons until you have put the white dots in each shape, as you saw them appearing outside in the black holes ...
Nothing noticeable happens, so I suspect that by solving this puzzle you have now activated something elsewhere.
Leave the Hut and go back to the large courtyard and at the junction, turn right and open the gray door via the green button.
Step inside. You are now in the:
E: The Black Crystal Room:
This is a square room. In the middle stand a steel cylinder with an open metal ring. On the other side you see a closed gray metal door. In the 2 of the 4 corners there are round panels and in the other 2 corners there are brown wooden boxes. Above the gray metal door you see 2 buttons and next to that door there are 2 loudspeakers. So I call that door the loudspeaker door. Everything is connected to each other via blue and green pipes, but there is no power. On the left wall is a box with a red button and on the right wall is a box with a red button.
Stay in front of the cylinder and the ring and then open your inventory. Take the Black Crystal from the inventory and place the crystal in the metal ring and ....
The ring automatically places the black Crystal in the cylinder and this gives the 4 brown wood cabinets power.
Let's take a closer look at those 4 brown wood cabinets and the 4 round panels.
The round Panels:
Go to 1 of the round panels and place your cursor on the panel. A line figure appears in the round panel. If you now click in such a round panel, other line figures appear. Some of the line figures look suspiciously like the "nodes" in the pipes you saw on the 4 inner walls of the power room corridor of the studio. You have determined the compass direction of these 4 inner walls. Well .... you now have to "match" the 4 round panels with the nodes on the 4 inner walls of the power room and you have to do this via your compass.
You know that the white point of the compass always points to the North and that the upper point is the direction in which you are standing and looking at. If you stand right in front of each of the 4 round panels and then ensure that you see the Compass, you can determine whether you are looking at the North, the East, the South or the West. You then know whether the Round Panel you are standing at is the North Panel, the East Panel, the South Panel or the West Panel. In the Power Room you have also done this with the 4 inner walls, where you have seen the "Nodes" and you have made a drawing of it. So you can now "link" each of the 4 round panels to an inner wall and thus to a "Node". On the basis of the compass direction, you then place the correct "Node" in each of the 4 round panels.
We start with the 2 round panels that are in the corner to the left of the entrance. Standing in front of the Cylinder and the ring, turn left.
You will now see the 2 round panels in the corner to the right of the entrance.
You also see Box 1 on the wall. If you stand right in front of each round panel and then look at the compass, you will discover that the round panel to the right of the entrance is the South Panel and the panel is to the right of the West panel. Go stand straight in front of the South panel and put the "Node" of the South inner wall in it. Then go straight in front of the West panel and put the "Node" of the West inner wall in it
Then go to the Loudspeaker door, behind the cylinder. The round panel to the right of the Loudspeaker door is the North panel and the other panel is the East panel.
In the North panel you place the "Node" of the North inner wall and in the East panel the "Node" of the East inner wall.
When you have put the right "Node" in each of the 4 round panels, we will look at the 4 brown wood cabinets.
The Brown Wooden Cabinets:
When you open a brown wooden box you will see that you have to enter a number. In the Power Room you have seen line motifs on each of the 4 outer walls and determined the Compass direction. On the paper you got from Zetais you have noted down the compass direction and Zetais has numbers written in it.
Well ..... you have to put those numbers in the 4 brown wooden cabinets, so you have to "match" each of the 4 brown wooden cabinets to a line pattern of the inner walls of the Power Room. With the help of the compass you determine the compass direction of each of the 4 cabinets and then you put the correct number, belonging to that compass direction, in the box. You will find the numbers on the paper you received from Zetais. We start with the 2 brown wooden box that is to the left of the gray loudspeaker door.
Through the compass you will find out that the box, next to the Loudspeaker door, is the North cabinet and the other box is the West Cabinet.
So stand in front of the North cabinet and open it and then put the number 19 in the display via the orange buttons.
Then turn around to the West cabinet open it and put the number 62 in the display.
Now go to the 2 brown wooden cabinets that is in the other corner, left of the entrance. Via the compass you then determine the compass direction of these 2 cabinets. The right cabinet is the South cabinet and the left cabinet is the East cabinet and you can now also see the gray Box 2 on the wall with a red button in front of it
Put in the South cabinet the number 33, belonging to the lines motif of the South Outer wall of the power room
Put the number 75 in the East cabinet, belonging to the lines motif of the East outer wall of the power room
Open the Loudspeaker door:
When you have put the correct line figures in the 4 round panels and entered the correct numbers in the 4 brown wooden cabinets you will now go to the Box 1, which sticks in the left wall.
Go stand right in front of Box 1 and then press the red button and ..... the screen of Box 1 will turn Lilac ...
Now go to the Box 2, which sticks to the right wall. In front of Box2 there is also a red button, but don't touch it yet
Go stand right in front of Box2. On top of Box 2 is a round Pin and in the cabinet is a tiny round window .. Click on the Pin and ...... the pin moves to the right and back again and the small round window is now green. Click again on the Pin and ..... the Pin moves to the right and back again and .... the tiny window is now Lilac, just like the screen of Box 1
Now go stand straight in front of the red button and now press the red button and ...
From Box 1 and Box 2 a Lilac beam now shoots to the Cylinder and then to the 2 loudspeakers of the loudspeaker door .... and .... the green button above the door lights up briefly to indicate that the loudspeaker door is now no longer locked. So go to the Loudspeaker door and click on the button that is right next to the door and ...... the Loudspeaker door will now open.
So take1 step through the now opened Loudspeaker and you enter........
Chapter 2: The Swing Bridge and the Cone rocks
2019: Walkthrough by: Louis Koot