Quick links
Obsidian Main
Page
Introduction/Tech help
The Pacific Northwest
The Bureau
Cloud Ring
Getting the bridge repair document
Getting to the Pre-approval office
Starting the clocks
The Select-a-phone
The balancing rock
The Spider Air Earth/Iron
synthesizing "Orange" Fire/Energy
Water/Oil
Completion
Dreamland
Flying Bird
The Statue
The Printing Press
The Piazza
Puzzle: Catching Your Inspiration
The Church of the Machine
Creating the Crossover Chip
The Switchboard
Paradise
The Path To Max
Keypad
THE PACIFIC
NORTHWEST
You start in the Olympic Peninsula, as the game
begins with the credits scrolling across the screen you begin to
involve into the world of Obsidian. Once you have found the tent you
will be able to open the door and inside the right sleeping bag you
will find the PDA.
The PDA is fairly simple to use after turning on you
will be able to view a clip or open a folder, just click on the
folder. When you are viewing a clip, you can get back to the
previous area by clicking on the symbol in the corner.
The game forces you to watch all of the clips in the
mail, projects, and journal sections of the PDA. (The other two are
not available because of network problems.) They do contain vital
clues that you will need throughout the game and also to continue
through the game.
Now, exit the tent and head down the path again. You
should hear a roar and a loud scream. (If you don't, then this means
that you haven't seen everything or all in the PDA yet.) Head down
to the Obsidian structure.
You're standing directly in front of it now, looking
at your reflection. After a moment, the front wall will break away
and you'll be sucked in. You'll see this scene with all of these
little robots making tiles, which eventually grow into a large room.
THE BUREAU OF
ADMINISTRATION
You start off in an elevator, looking out over the
world were the bureau chief welcomes you informing you that he has
important information about max, then telling you he will extend the
bridge for you which crash's into the globe, and the game begins.
The first thing you should do is look down, push the elevator
button, get out, and head for the information desk.
You probably have noticed that the lettering is very
strange. Well, each letter is just rotated 180 degrees. You can look
behind the red door to your right for a demonstration on each letter
in the alphabet. Each booth on this level is harmless and has some
interesting dialogue. The booths (in order entering the right area
first) are "Hints", "Sources",
"Travel", "Productivity",
"Operations", "Mediation", "Bridge
Repair", "Reception", "Bureau Hygiene", and
"Rebel Control".
Head for the Bridge Repair booth. There is no puzzle
here, but one is presented. You are told that to fix the bridge, you
need to get a document filed under "Standard Damage" and
get it pre-approved. Now begins the first puzzle if you have not yet
noticed the walls are other rooms floors you will need to go buy the
rebel control station and you will notice that there is a stairway
leading down to what appears a library. Go down that and that will
become your floor and the main room that you started in will become
your wall, "Your rules do not apply" remember. Once in the
library go forward to the stairway ahead and up that and get back
into the elevator and push the button.
You will now be in the filling area head to the
computer console on the right side. There will be a message from Max
who hacked the system asking if it is you once you say yes or wait
it will disconnect and get into the main computer. You can poke
around the menu choices but eventually you will want to choose the
"Cloud Ring" choice from the menu. A doorway opens up and
you can walk through to the cloud puzzle.
PUZZLE: CLOUD
RING
The Objective
Spell a word at the bottom of the screen.
The Rules
Each section of the cloud and the ring can be
dragged to the bottom of the screen and placed in one of the six
slots.
The sections of the cloud spell "cloud"
and the sections of the ring spell "ring".
You are trying to spell a six-letter word at the
bottom of the screen using the letters in "cloud" and
"ring"
The Solution
There is one game in the computer console under the
section Word Games called Word Mixer which takes two words and gives
you the longest word which can be made from those two words. Use the
words "Cloud Ring"
When you have spelled the word "ground"
head back out. Now head over to the console again, because you still
have to find the document.
PUZZLE: FINDING
THE STANDARD DAMAGE DOCUMENT
The Objective
Find the document "bridge repair" filed
under standard damage.
The Rules
Each of the documents is filed in a drawer
alphabetically. Just use the guides on the isles, the guides on the
drawers, and the rolodex-like-device inside each drawer to locate
the document.
The Solution
As you may have noticed, the document is not filed
under either standard or damage.
In fact, all of the filing words are one word long.
How do you file something under two words?
Remember the cloud puzzle?
Try playing the game using "standard" and
"damage".
You get back "tradesman". The document is
here. Go and retrieve it.
Now head up the junction to the light (the original
ceiling). Get up on the platform and pull the lever to the right
once. This rotates the structure so that when you get off you'll be
on the wall side with the cubicles. Head towards them.
PUZZLE: GETTING
TO THE OFFICE OF PRE-APPROVALS
The Objective
Get to the office of pre-approvals located in the
far-left corner of the cubical maze.
The Rules
To go through any of the doors requires colored
cards.
There is a lock on each door. The color stripes on
the top of the device indicate the cards that you need to enter. The
color stripes on the bottom indicate the cards that you will get
back.
Exiting the office area results in the loss of all
cards.
To enter the Pre-Approval area in the corner, you
need three black cards.
You start with two blues, two yellows, and two red
cards.
The Solution
To solve the puzzle, get your cards and head for the
middle entrance on the right side. Enter here (BBBBYR are the cards
you have), head North (BBBYYRR), South (BBBBBYR), North (BBBBYYRR),
south (BBBBBBYR), North (BBBBBYYRR), West (KBBBBYRR), East (KBBBYYRRR),
West (KKBBYRRR), East (KKBYYRRRR), West (KKKYRRR), West (YRRR) and
you now should be at the pre approvals building.
Once here, you get the form stamped and you can
easily exit out the side door. Now, head back to the light fixture
and turn it twice (either direction) and head down the ramp to the
office of immediate action.
Unfortunately, he won't help you since his clocks
aren't running. You'll just have to fix them, which are located
directly behind the building
PUZZLE: THE
CLOCKS
The Objective
Get the earth, sun, and moon to rotate forever
without colliding.
The Rules
When the puzzle is stopped, turning the blue dial
rotates the earth and turning the yellow dial rotates the sun.
Turning the white dial changes the phases of the
moon.
Pushing the button resets the puzzle.
Pushing the bug lever starts the puzzle going. If it
runs a full cycle without crashing, you've solved the puzzle.
Otherwise, the puzzle will stop when something crashes.
The Solution
There isn't a straightforward way to solve this.
There is a catch.
The moon isn't there at all when it is in the new
phase.
Here's how to solve it. Reset the puzzle and start
it up. Let the earth and moon crash. Now, adjust the moon so that
the phase is new (clockwise 4 times) and adjust the earth so that it
is centered on where the moon used to be (clockwise once). Now start
it up and everything should work just fine.
Now head back to the guy out front and he'll tell
you to come back in a YEAR. As you leave, you hear a voice that asks
you to go to the light and turn it off. To do this, just keep
rotating to the right until the light bulb becomes unscrewed. Then,
go get the document she mentions filed under orient militia (which
codes to limitation.) Go back to the reference area were finding the
bridge repair once their go to the section limitation to find the
number to dialed.
PUZZLE: THE
SELECT-A-PHONE
The Objective
To reach the commissioner's office by dialing his
number.
The Rules
You turn on the phone by dialing the number found on
the "orient militia" document (934) and pushing the red
button.
The three sliders represent the three axes. Where
they intersect is the location that the phone opens up to.
The Solution
Set the first slider to the bottom. Set the second
slider to center of the bottom wall. Set the third slider to the
center of the bottom wall. Push the red button.
PUZZLE: THE
BALANCING ROCK
The Objective
Reach the commissioner's office.
The Rules
Manipulating the rock changes the exit.
When the rock is up, the door goes to the ceiling.
The rock can be lowered to the left, right,
backwards, or forwards.
Each results in you having a different orientation
when you try to go through the door. If your feet aren't on the
ground, then you can't get out.
The Solution
You want to pull the rock down towards you. You are
now on the floor of the commissioner. Walk around to the door above
the bridge and talk to him. He wants you to come back when you are
facing the right direction. Okay, to do this, head up the ladder on
the left; climb out onto the information deck. Then climb over the
desk and onto the globe that Atlas carries. This will rotate you so
that you are on the bridge and you can talk to the commissioner, as
he becomes very frustrated at your ability to do things your own
way. You are now transported to the second phase of the game.
PUZZLE: SPIDER
Now you are in what appears to be a machine factory.
And there is this beast in the center, but he is tied down. You can
wander around and explore this area -- there is actually quite a lot
to see here -- but the interesting things are up the scaffolding
stairs next to the big machine in the middle.
The next four areas can be taken in any order, so
just pick a scaffolding and climb it. Each of these four areas
relates directly to one of the four classical elements: Earth, Air,
Fire, and Water; and it should be easy to determine which one is
which.
Whenever you solve a puzzle, the portal that you
came through changes to this view of a star field and you are taken
to a central chamber. You are also shown a card of the scene you
just came from. Match it up with the slot below the symbol for the
element you just solved.
PUZZLE: AIR
The Objective
Using the cannon, shoot the tornado.
The Rules
The cannon fires where you aim it.
If you look down, there is a small air hole, which
opens up onto a puzzle.
For every ball in the light green area, you get a
red beam when you fire the cannon.
Pushing a blower on the side of the square moves all
of the balls in that line away from that blower.
The Solution
The grid starts with all of the balls except one on
the outside. You want to get the entire grid EXCEPT the center space
filled so that you can trap the air in the center. Usually the
tornado will start with your gun aimed at it when, when coming out
of the cannon ball immediately fire your weapon sometimes you can
catch it and save your self a lot grief. If you do not catch it you
will have to attempt to get the tornado in the middle of your balls.
Earth/Iron
You arrive at a conveyor belt. There is a button
there labeled with a symbol in green ore. If you push the button,
you'll see one piece drop onto the belt, roll down to the next
section, and bounce off, as the door doesn't open. If you look at
that compartment, you'll see space for a cylinder and the following
formula on the back wall: "green" + (cylinder) =
"orange"
Now head through the next door into the chemistry
lab. You'll see a periodic table above the chemical set, a tape
player to your left, and there are several chemicals and a mixing
chamber in front of you.
PUZZLE: ORANGE
The Objective
Create the chemical in the cylinder necessary to
continue the manufacturing process to equal orange.
The Rules
Looking at the tapes and the tables should give you
the following information:
To mix two chemicals, put one solution in the left
cylinder and the other in the right cylinder and hit the button in
the middle. Hitting the button next to the left and right cylinders
will empty that cylinder.
The flasks to your left contain the elements R1-R4,
Y1-Y5 (but Y3 is missing), and B1-B6 (but B2 is missing).
The formula for "orange" is R1Y3. The
formula for "green" is Y3B4
If you mix two "singles", and they are
compatible, then they will join to form a double. Red and Blue are
incompatible with each other.
If you mix a double and a single, then the two
largest elements that are compatible will form a compound. Such
replacement can only occur if the newer element is heavier than both
of the other elements are. A Y2 cannot replace anything in Y1Y2
because Y2 is not heavier than Y2
The Solution
Mixing two doubles will cause the largest two
compatible elements to form a compound, much like mixing a single
and a double. The two elements left over will form another compound.
You are looking for a mixture that will satisfy the
formula "green" + mixture = "orange", or
Y3B4+mixture=R1Y3
Since Y3 is in both mixtures, it should stay the
same. However, since R1 is "lighter" than B4,
"orange" must be the leftover chemical.
That means that you would have to convince B4 to
join a heavier compound and leave R1 off.
The way to do that is to have B4 and some other
element be the two heaviest compounds.
The compound in the mixture must have R1 in it also,
so you cannot use a B, since blues and reds are incompatible.
That leaves the mixture R1Y5.
Mix R1 on the left with Y5 on the right. Take the
cylinder and put it into the manufacturing chamber. Then push the
button and leave the scene.
PUZZLE:
FIRE/ENERGY
The Objective
Connect the power of the sun to the tentacle plant.
The Rules
When you click on a pillar, the tentacle that hovers
over that pillar stops moving.
When you click on the sun, a bolt of lightning
shoots down and hits the five pillars in order.
If the tentacle is touching the pillar at the same
time the lightning strikes, you hear a chime.
You need to get all five tentacles to chime at the
same time.
The Solution
Just set it up, and make adjustments until they are
all positioned correctly. There isn't a way of telling you exactly
how to set it up except for the rules listed above.
PUZZLE:
WATER/OIL
You start in a large desert area surrounded by dunes
and the ocean. There is scrawled into the ground the number
"038.1".
The first interesting place to head to is that small
castle on the dunes. You'll see a scope there, which has a dial. The
two numbers look very much like they could hold that number on the
sand, so dial up "038.1" and enter it in. You'll see that
you've struck oil!
Now, the next area to be is the waterfront, all of
the way straight-ahead. You'll notice an odd area of water where the
waves don't line up. Clicking on a section of water will cause it to
move. You have to line up all of the areas so that there are no
seams. [The water does not have to line up with the water that is
not part of the puzzle.] It is easiest to start from the far back
corner and work your way forward.
A large area of the ground has lifted itself up.
Notice that odd pattern on the side of the ground? Make a note of it
(it is much easier to see when you are in or near the castle). Now
head back to the castle itself, but approach it from the opposite
direction. You'll enter inside it.
Turn towards the central hub. There is a weird
design on the door. You need to make this design look like the one
outside. You can move lines up and down, and you can rotate them
around (they wrap around the edge).
When you go through the newly opened door, you'll
see the area of the ocean floor where the land rose up and see an
oil spurt there. You need to find out where that is.
Return to the tower and head for the scanner. Scan
north, looking for a feature that looks like the area where you saw
the well. This is at location 133.5.
Return to the scope and enter 133.5 into the device
and push the button.
THE COMPLETION
You are back in the central chamber. Now, all you
need to do is connect the points in the correct order. They will
form a pattern that looks very much like the spider on the main
console. When this happens, watch the movie, and then return to the
factory floor where you will be transported to the next world.
THE DREAMLAND
You enter this land in a large junkyard. Run down
the path and push the button on the radio; you are then taken to the
big hand in the center of the junkyard. There is an empty painting
hanging mysteriously in the sky and a junk plane on the ground
behind you. The first thing you have to do is to get the plane
airborne. If you go to the engine room, you'll find the first puzzle
of this area.
THE FLYING BIRD
The Objective
Make the plane fly by making the bird fly straight.
The Rules
The frames that make up the animation can be moved
around and are shown in the order displayed from left to right
(looping around).
The frames need to be in the right order so that the
motion of the bird is smooth.
The Solution
Number the frame positions from left to right from 0
to 10.
Move 4 to 1, 7 to 2, 4 to 3, 6 to 4, 7 to 6 and 10
to 8.
Now head to the captain's chair, look down and turn
the key, then follow the directions. You select a destination by
clicking on the location on the screen.
THE STATUE
You enter the statue and climb up (and up, and up.
Reminds me of the Statue of Liberty in New York) to find a large
gallery. Browse all of the paintings and eventually head down to the
far end of the gallery. Then enter the door on the left and examine
the printing press.
THE PRINTING
PRESS
The Objective
Prepare an empty canvas.
The Rules
There are eight pieces that can be slid around on
the canvas.
The yellow button will arrange the pieces into one of three
configurations.
The green button will "print" what you have and submit it
to the robot artist.
If two pieces are on top of each other, they cancel each other out.
The Solution
You are trying to obliterate all of the pieces.
To do this, start by taking the unusual piece and
placing it in the center of the canvas. Get all of the other pieces
out of the way.
Next, take the short, horizontal rectangle and place
it so that it overlaps the thin section of the previous piece. You
should end up with two squares, slightly offset from each other.
Next, take the other horizontal piece and place one
end of it on the upper square. This should obliterate the existing
square and leave you with a new square.
Next, take the vertical rectangle and place it over
the lower square so that it obliterates that square and leaves
another one below it.
Now take a pair of triangles and join them into a
square and place it over one of the squares. Use the other pair of
triangles to obliterate the other square.
Hit the green "print" button.
The robot will paint a scene and mount it. If you
flip the switch next to the painting, it will transmit that picture
to the frame in the sky.
Since there is now something in the frame, return to
the plane and try to fly towards it. The plane complains that it is
a non-regulation destination and the plane is configured for
regulation flight. Looks like you need to figure out how to make a
non-regulation flight. Head for the Piazza instead (the left blip).
THE PIAZZA
As you get off the plane, you see a building
floating in the sky. As you enter, you see a four-by-four playing
area with a robot that wants you to catch your inspiration.
PUZZLE:
CATCHING YOUR INSPIRATION
The Objective
Trap the robot that gave you your original message
about inspiration.
The Rules
You both are on a grid. You start at the lower right
and the robot starts at the upper-left.
You take turns moving. You can only move up, down,
left, or right. (In the game interface, only moving forward counts
as a move, turning to the side does not.)
Before you move, you can make one of the sixteen
objects vanish. This prevents the robot from moving into that
square.
You cannot make the object that the robot is
currently hiding behind vanish, but this is a good way to find the
robot.
The Solution
Below is a series of "best moves" that
will allow you to win. In general, ignore the robot until you are in
one of the four center squares on the board. If the robot is on the
same side of the grid as you, then use the solutions; otherwise step
onto that side of the grid.
Key: = free space; * = space with object removed; y
= You; r = Robot's current location, n = next move. To read the key,
you remove the object from the space marked with a * and then move
in the direction towards then.
If you are on the same side of the grid as the
robot, then the robot can only be on one of the squares marked. The
first pattern is a "win", the second and third both lead
to the first pattern.
After you have won, go up the stairs at the back of
the game board. You'll see a miniature version of the game. There
isn't really a game to play here, but notice the chimes that get
made after each move you make. It is one for every space away the
robot is.
Now return to the plane. Start up the flight
sequence again. Notice how the switchboard looks a lot like the game
board. And notice that after you flip switch D1, the light next to
D1 is lit green (representing "you") and the light next to
A4 is lit red (representing the robot), but won't stay open. If you
open any cover, that is like removing the object. Try playing the
game; when you win, you'll be in non-regulation flight mode. Select
the Frame in the Sky. The plane will complain that weather forces
you to use a computer pilot. Try flipping the large red lever. The
plane says that it is missing a crossover chip that allows you to
change control over to the computer.
Fly to the Church of the Machine (the center blip).
THE CHURCH OF
THE MACHINE
Right inside the front door, there is a view of the
central area. There is also a small conductor. He will show you a
map of the area that has curious designs labeled at the end of the
halls. After you have looked at it, head down the stairs and look at
the large bot in the center of the room.
It is located directly in front of a chip. When you
climb inside the mouth of the machine, a programming board appears.
PUZZLE: CREATING
THE CROSSOVER CHIP
The Objective
Program the chip by burning the three symbols into
it.
The Rules
The eleven symbols at the bottom of the screen
represent a program that the machine will follow.
The first symbol is unchangeable -- the gets the
chip and holds it up to the light. This only works if the machine is
in the center of the temple, facing north.
The arrows instruct the machine to turn in that
direction (or not to turn at all, for the straight arrow) and then
move one space forward.
If the machine reaches the end of the north, west,
or east corridor it will burn a symbol onto the chip. Order does not
matter; burning a symbol twice will not hurt.
If the robot stands next to one of the statues in
the southern area, it will adjust its program exactly as if the
human pilot had entered the key that is next to each symbol. The
direction the machine faces is not important.
If the robot ever runs into a wall, or executes the
"chip" program without being at "home", the
program will end and the chip will be erased.
The program always starts with both the green
"cursor" and the instruction "pointer" at the
beginning. Every time the program reaches the end, both the cursor
and the pointer are reset to the start and the program resumes.
Pulling the lever in the corner will start the
program. Pulling it again will abort the program and reset
everything.
The Solution
There are no enough slots to simply walk to all
three sides of the temple and return back.
And if you don't change the program, there won't be
any way of getting all three symbols.
What you have to do is get one symbol, then edit the
program so that you are ready to get the next symbol.
You can get the first symbol by using the
instructions, Right, Forward, U-turn, Forward, Left. This will leave
you facing south.
Getting another symbol would start with the
instructions, Left, Forward, U-turn, Forward, Right.
Notice that these patterns are exactly the same
except for the first and last instruction?
If after you executed these instructions, you went
into the south area and visited the "Next",
"Down", "Next 4", and "Up"
re-programming statues, that would change the first instructions to
go from one direction to another. [The first next moves the cursor
from the "Chip" code to the first direction.
"Down" changes Right to Straight (and then to Left).
"Next 4" skips to the "last" code. And
"Up" changes the Left to Straight (and then to right).
Then head back north so that you are in the right
position.
This sequence of instructions is: Chip, Right,
Straight, U-turn, Straight, Left, Left, Right, Right, Right,
Straight. If this does not work try U-turn, left, right, right, up,
up, left, up, U-turn, up
After you run the program, get the chip and place it
in your ship. There is a place labeled "insert" to the
right of the door to the engine where it can be placed.
Now you should be able to give the computer pilot
control, enter non-regulation flight by doing just what you did to
capture inspiration on the board (Church of the machine)
THE SWITCHBOARD
Start up the flight sequence again. Notice how the
switchboard looks a lot like the game board. And notice that after
you flip switch D1, the light next to D1 is lit green (representing
"you") and the light next to A4 is lit red (representing
the robot), but won't stay open. If you open any cover, that is like
removing the object. Try playing the game; when you win, you'll be
in non-regulation flight mode. Select the Frame in the Sky. The
plane will complain that weather forces you to use a computer pilot.
Flip the lever to grant the computer control.
PARADISE
You enter this world on this wild pathway. Head down
the pathway (though the green door) and continue straight at the
junction. You'll hear Max call out to you at this point, but the
path to him seems blocked.
PUZZLE: THE PATH
TO MAX
The Objective
Reach Max by positioning the pieces to form a
continuous path.
The Rules
There are three horizontal pieces and three vertical
pieces. When you move pieces up and down, only the vertical pieces
move. When you move left or right, only the horizontal pieces
move. If apiece is blocked by another piece, or at the end of
the play area, the piece will not move.
The Solution
Make the following moves:
Up three times.
Left seven times.
Right four times.
Up once.
Right twice.
Down twice.
Right once.
Now head down the path. Max seems in pain. Look down
and remove the cylinder of chemical and pour it into one of the
tubes to the left or right. He'll tell you to head back to the
keypad at the location where you came in. Run back there and work on
the LAST puzzle.
PUZZLE: THE
KEYPAD
The Objective
Make the manual override switch visible by pushing
the eight keypad buttons.
The Rules
There are eight real buttons and eight phantom
buttons.
If you push a real button, it lights up.
If you push a phantom button, it resets the keypad and all of the
phantom buttons move one square.
The Solution
Hit buttons at random until you hit a phantom
button. When it does, try to watch to see which eight buttons are
the phantom buttons. Then hit the other eight.
You now go through the endgame. You can either flip
the switch back or do nothing during the five-second countdown.
|