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Sanitarium is a game in which most of the puzzles are a matter of collecting items into your inventory, and then using these items elsewhere to enable you to get yet further inventory items. Also, there are some "typical" puzzles in the game, puzzles involving wheels, dials, switches, etc. When you come across an item in the game that can be accessed by your cursor, your cursor of the Magnifying Glass will sway back and forth from left to right. Click on the item to examine it and you will hear a "comment" about it. If the item can then be either taken into your inventory or manipulated in some way, your cursor will then turn into the Grasping Hand icon. In order to access your inventory, click on "yourself". Then click on the item that you want and it will then become your cursor. When interacting and conversing with other characters in the game, always go through all dialogue choices. Don't worry, you can't make a "wrong" choice and be penalized for it. And, in the few times throughout the game when your character is forced into some form of combat, don't worry about being "killed"; any progress that you made up to the point of being killed will be saved, you won't be penalized here either. Now, on with the Game.
After the opening movie sequence, begin to explore your area. Your character is the one standing next to the bed/cot. Come out of your cell, and immediately go to the room that is to the right of it and enter it. Notice the towel that is lying on the end of the bed; take it into your inventory. You may have noticed in the background sounds an alarm going off; if you want, after you've gotten the towel, come out of this cell and go down to the far left-end of this walkway. You'll notice a flashing light on the wall; click on it, and then you'll be able to click on the switch next to it to turn off the alarm. Then, go to the right end of this walkway and climb up the set of stairs. Notice the angel statue by clicking on it. Also notice by clicking on it the gold-colored locking mechanism at the base of the statue. Then, go all the way around to your left, past the man banging his head against the wall, to the person standing at the end of the walkway. Talk to that person and go through all dialogue choices. Then after the conversation is over, go all the way back around to your right, past the angel statue; but as you pass it, it will light up. As you go past the angel statue, go down the set of steps. At the bottom of the set of steps, go into the doorway on your right; talk to the person in there, going through all dialogue choices. Then, come out of that room, come forward, and talk to the person sitting huddled on the floor. Then, come down that short little flight of steps in front of you, and watch the patient take a "dive". Then, notice the control tower across from you to your left; but you can't get there because there is a walkway missing. Then, turn around, go back up the short flight of steps, and then up the long flight of steps, to the top level. On the top level, go all the way around to the far right end, and notice the power cable over your head. Then, go into your Inventory, and get the towel. Click the towel onto the power cable; you will slide down to the control tower. Immediately, click on the red button to your right. Then, turn around and click on the door to the control tower; enter.
Notice that there is a safe on the wall and a file cabinet right beneath it; but they are both locked fornow. To your right, click on the monitor that you see on the desk; clicking on this will bring up the VCR control panel. Then, plug in the cables thus: Red, Yellow, then Black. Then, click on the Power button which is on the far right above the Black cable. Then, click on the Play button, which is the button with the arrowhead pointing to the right ( > ). Watch the video sequence. After the video sequence, click on the file cabinet drawer; then read about the Memo, Key, and Escape. Then, above the file cabinet, take the key you see inside the safe. Then, exit the control tower, and go across the walkway that is now extended. Then, go back up to the top level where the statue of the angel is. Then take the key from your Inventory and click it at the base of the angel statue. Watch the video sequence.
After the video sequence, walk out of the little archway that is in front of the angel statue. Then talk to the little boy and girl drawing on the ground in front of you. For now, they won't have much to say to you, being you don't know your name. Then, go to your left, and talk to the girl jumping rope; you will now find out that your name is Max. Then, go through all dialogue choices. You can now go back to the two children drawing on the ground and tell them your name. If you want, you can play a game of Tic-Tac-Toe with the little girl; remember, the best chance you have of winning a game of Tic-Tac-Toe is to always start with your mark in the center: this way, it will either come out to a tie, or you will win. Then, go over to your left to the church. Click on the sign in front of the church; remember the Psalm number: 451. Notice the bell on top of the church. Then open the church doors, and see a short video sequence; then enter. Immediately upon entering, go to the left-rear of the church where you'll see a podium with some files on top of it; click on them and read about: the Preacher, and Death. That's all for the church for now.
After coming out of the church, veer to your left (to the left side of the little pool), and go into the Town Hall between the pillars. Once inside, go to your left over to the file cabinets; click on them and read about: Comet, Pumpkin, and the Path.
Come out of the Town Hall and go to your right, and then head up to the top of the screen, up the path, past the children on the swing set. When on the bridge, notice the metallic cross that is in the water to your left. Then cross the bridge, make a right, and then enter that house that you see at the top. Once inside, notice the diary sticking out of the drawer; click on it and read about: Mommy, Accident, Rock, and Prayed. Then, click on the newspaper article that's above the diary; read the obituary. Exit this house, come back down the bridge, and then take the path going to the right; you will see a little boy bouncing a red ball in front of one of the houses. Go up and talk to the little boy. Then, come off of the porch, and notice the duck, the pig, and the horse mounted on springs. You can ride the duck and the horse if you like, but when you ride the pig, it will break. But then, take the pig into your Inventory. Then, cross the street in front of you, and enter the archway into the Cemetery.
Once inside the archway, talk to the little boy just inside the gate to the right. After this, there are four more children in this cemetery to talk to; talk to each of them in turn, going through all dialogue choices. You will eventually find out from your conversations that you have to ask Dennis (the first boy you talked to) to play a game of Hide-&-Seek. After talking to all of the children, go over and open the shed doors next to the bench; enter the shed and pick up the crowbar that you see inside. Then go back and talk to Dennis who is by the front entrance gate. On your way, make note of the headstone that says, "C. Driscoll". Then, talk to Dennis O'Toole again and ask about the Cemetery; this will lead to other dialogue choices. So eventually, ask to play a game of Hide-&-Seek.
Now, to find the children: Exit the Cemetery and go to the left. Keep going left around that little building that has the weather vane on the roof with the rooster on it and a red fish. Around the other side of this building, you'll notice barrels; one of the children is hidden in one of these. When you click on the barrel, the child will automatically go to the center of the Village where the angel statue is. Then, directly across from this building to the left, find the boarded-up door to the elementary school. Take the crowbar from your Inventory, and click it on the boarded-up doors of the school. Enter the school and you will find one of the children hiding in here to the right. Exit the school and head back to the church. Enter the church, go upto the front, and you will find another one of the children hiding behind a pew on the right. Exit the church, and then go behind the church on that little path that is between it and the Town Hall. Go all the way back to the tree that you will see; you will also see a pair of legs dangling from the tree. Click on the legs, another one of the children is hiding here. Come back out to the main road, and head up over across the bridge, then make a right and enter that house again; look underneath of the bed, another one of the children is hiding here. This will be the last one. Then head back to the center of the town where the angel statue is.
Find Dennis O'Toole and talk to him again. You will find out about Carol; she is the one buried underneath of that headstone in the Cemetery that said "C. Driscoll". But in order to dig her up, you'll need a shovel. Enter the archway where the angel statue is and talk to Eileen about the "Secret Weapon". Then, click on the shovel in front of Eileen to borrow it from her. Then, head back to the Cemetery, and get the shovel from your Inventory and click it onto the headstone marked "C. Driscoll". Then, go back and talk to Dennis O'Toole again about the "Secret Weapon". You will now receive the Key. Then, head over towards your right to where you saw the little boy bouncing the red rubber ball on the porch. This is the Store. The Key you have in your Inventory will also open the door over to the left, but there is nothing in here except empty cardboard boxes.
Use the key to open the door where the boy is with the red rubber ball. Inside, click on the files that you find on the counter; read about: Comet, Mayor, and Abuse. Then, click on the empty gas can you see on the counter over to the right to take it into your Inventory. Then exit here and then head over to the right where you will see that a bridge is out where it crosses the water. In your Inventory, get the Spring Pig and click this in the gap of the bridge where the water is; you now cross over to the other side. Go over and talk to the little girl you see standing by the pumpkins; go through all dialogue choices. Then, click on the gate to the pumpkin patch. The combination for the lock is the Psalm number you saw on the sign in front of the church: 451. When the gate opens, head immediately over to the left to the tractor; then, click on the scythe that you see lying by the front left wheel of the tractor. Once you pick up the scythe, this will initiate a combat sequence; you will hear your heart beating. The object here is to follow the path but to beware of the black birds that will dive-bomb you. The way to kill them is to wait until they actually dive at your head, and then click on them. But if the birds start pecking at you, and make direct hits, you'll hear your heart begin to beat faster and faster. If they do "kill" you, then you just go back to the beginning of the path. But, one good thing is, any of the birds that you have killed stay dead. Then, once all the birds are dead, go all the way to the top of the path, and the scarecrow will come down and try to attack you. But before you can kill him, you have to go where all of those pumpkins are where he was perched and puncture all seven of those pumpkins. So in order to do this, just keep moving and weaving away from the scarecrow as he chases you, and keep puncturing the pumpkins. Once all seven pumpkins have been punctured, then kill the scarecrow.
Then once you have killed the scarecrow, go over and open the gate that you see by the glowing green orb. Click on the glowing, green, metallic orb. Then, head around that path towards the barn doors, but before you reach there, notice the generator. Then go over to the red tractor that you see in front of the barn and click on the hatch that covers the engine. After the hatch is open, click on the red jumper cables that you find inside to take them into your Inventory. Then, go over to the barn doors and open them; time to meet Mother. Click on Mother and talk to her; go through all dialogue choices. After Mother kicks you out, click on the wrench that you see in the doorway of the barn to take it into your Inventory. Then, come around the other side of that tractor to that little creek of water that you see, and click on the wooden plank that's on the right; then use this to cross over to the other side.
Once back in the village proper, head down to where the elementary school is. But when you get near the school, go past it, down towards the bottom-left of the screen, and down that little path to the beach. Click on and talk to the little boy that you see fishing from a rock; go through all dialogue choices. Notice what he says about the "call to mass" not having been made in a long time. Evidentially, the rope is broken that rings the bell. Then, notice the car wreck to the left in the water. You can open the gas tank lid, but now you'll need something to siphon the gas out. And also, remember the metallic cross that you saw in the water? Max said he needed something to "fish it out" with. So you'll need to get the boy's fishing rod away from him. So for now, head back up towards the church area.
Right past the church is that little pool in the ground; and, right next to that is a rubber hose lying on the ground. In your Inventory, get the wrench and use it on the hose to take it into your Inventory. Then, head over towards the church. You now need to make the "call to mass", but remember, the rope is broken. But in front of the church on the left-hand side in front of the stain-glassed windows, click on one of the rocks to take it into your Inventory. Then, use this rock from your Inventory and click it onto the bell that 's on the roof of the church. When the boy comes up and enters the church, go back down to the beach.
At the beach, get his fishing rod from the rock. Then, go over to the car wreck on the left (making sure the gas tank lid is open), and go into your Inventory and get the rubber hose; click this onto the gas tank lid opening. Then go into your Inventory and get the empty gas can and click this onto the rubber hose to fill the gas can. Then, go all the way back up to that bridge where you saw the metallic cross in the water. Get the fishing rod from your Inventory and click it onto the cross to bring it into your Inventory. Then go back around to where you had knocked that plank down so that you may cross back over that little creek.
Then go over to where the generator and the glowing green metallic orb are. Now, follow this order: 1) From your Inventory, get the cross and click it onto the glowing green orb/rock. 2) Then get the jumper cables from your Inventory and click them onto the generator. 3) Then, click the jumper cables onto the metallic cross. 4) Then, take the full gas can from your Inventory, and click it down towards the lower-left front of the generator to fill it. 5) Then, click on the switch on the generator to turn it on and "fry" Mother.
Afterward, use the knocked-down plank to cross back over to the village proper. Then immediately head up to the bridge (where you had gotten the metallic cross from). Then, head right into the glowing white light that you see there where the little girl is floating above it.
Go over to the left and talk to the man wearing the bearfeet slippers. Then, go down the steps, and talk to the old man wearing a tutu sitting on the bench. Then, go to the right and talk to one of the guards. Then, continue around to the right, and talk to another guard. Then, continuing around to the far right, go up that set of steps, and talk to the man/ patient in the far right corner with the fish in his lap. Then, to the left on that small building, notice the control box. Then, go over to the door, open it, and enter. Go over to the old phonograph player on the right and click on it to turn it off. Then, pick up the other two records you see lying nearby. If you want, you can go over to the radio that is on the desk and turn it on. Then, go over and talk to Dr. Morgan. While talking with the Doctor, make note of what he says about the different types of music and what effect it has on the patients. Then, exit this building, and go up the little set of steps on the left onto the next level.
If you want, you can talk to more of the guards up here, but they won't really tell you much more. And if you want, you can go over and talk to the woman with the pigtails. Then, go over and talk to the woman who is sitting in front of the set of big doors ( Here is where Max gets some of his memory back and he remembers that he is a doctor ). After your conversation with the woman is over, she will move from in front of the doors. You may now go up and open the doors. Upon entering, you may notice that the pews are populated by mannequins. Then, click on the man who is scuttling back and forth in front of the preacher; talk to him. Then, talk to Preacher Bob. Afterwards, go back to Dr. Morgan's little office building, and inside, go up to the record player. If you want, you can try playing all of the various records that you have in your Inventory to see the different reactions you'll get from the various patients. But, the record that will "do the trick" for you is, "Bella Donna in A Flat"; click it onto the phonograph player. You will then see the old man in the tutu stand up and dance; he will reveal something he had been sitting on, on the bench. Go over to that bench and retrieve the Holy symbol that Preacher Bob had lost. Go back to the church on the upper level and return the Holy symbol to Preacher Bob; he will give you something for your efforts. Now go back to Dr. Morgan's little office building.
Go up to the Control box that you had noticed earlier outside of Dr. Morgan's office building. In your Inventory, get the old broom that preacher Bob had given you, and use it to pry open the Control box. After the Control box door has opened, click on the "confusing mess" to bring up the puzzle interface. This puzzle has a bunch of interconnecting water pipes. You will notice that at the pipe's junctions that there are little silver switches; some are shaped like little letter L's, some like the letter T, and there is one near the far right that is a straight line. See picture below:
Counting from left to right, from the picture above, see that there are 8 (eight) vertical rows of pipes ( Row number 5 has one at the top separated slightly from the two below it, and row number 7 has just one switch in it, that being the vertical line one ). Now, going from left to right, do this:
Row one: top switch, make it look like the number 7.
Middle switch, make it look like the letter L.
Third switch, make it look like the letter L.
Row two: top switch, make it look like a backwards number 7.
Middle switch, make it look like the letter L.
Third switch, make it look like an upside-down letter T.
Row three: top switch, make it look like a backwards number 7.
Middle switch, make it look like the letter T lying on its left side |--
Third switch, make it look like an upside down letter T.
Row four: top switch, make it look like an upside down letter T.
Middle switch, make it look like the letter L.
Third switch, make it look like the letter T lying on its right side --|
Row five: top switch, make it look like a backwards letter L. _|
Middle switch, make it look like the letter T lying on its right side --|
Third switch, make it look like an upside down letter T.
Row six: (Just 2 switches)
Top switch, make it look like the letter T lying on its right side --|
Bottom switch, make it look like a backwards letter L. _|
Row seven: (Just the 1 switch)
Make it look like a straight line going across horizontally.
Row eight: (Last row)
Make all of these switches look like backward letter L's. _|
When all of the switches have been set, pull the big chain on the right-hand side. You will then see the pool being filled with water on the upper level. Climb the steps to the upper level, and go up to the now filled pool. Click on the water in the pool; then click on the moving reflection. After the video sequence, there should be a CD change to CD number 2.
The character of Max has now changed into Sarah. Click on the man with the tophat that you see sleeping in front of you; go through all dialogue choices. If you want, turn around behind you, and click on the binoculars so that you may see the house. Then, go across the little wooden bridge and immediately down the wooden path. At the first intersection, go to the left, and up the wooden ramp to the red shack. Open the door and enter the tattoo shack. Talk to the tattoo man; go through all dialogue choices. Then, click on and notice the bottle of rubbing alcohol on the desk, and the needles (but do not try to take the needle for now). Exit the tattoo shack and head back down to the main wooden path. go to the right, keep heading straight - going past the three carnival tents on your left - and go right up to the man at the Squid Squash Game; talk to him and go through all dialogue choices. After you have played the Squid Squash Game, you will now have three tickets. Then, go to the left to the Knock Down tent (the purplish-bluish colored tent) and play that game (you may not win on the first try, but keep playing till you win; you will get more tickets). When you have knocked down the pins, pick up the pin that has fallen down outside of the booth to the right. Then, go back and play the Squid Squash Game again; just keep playing. You will eventually need a total of somewhere around 12 to 15 tickets. Then, keep heading down straight on the path that you're on, going around behind the man from the Squid Squash Game.
Cross over the little wooden plank bridge and then go over and talk to the little boy you see lying on the ground to the left a little; go through all dialogue choices. Then, go to the left of and a little behind the boy, and get the oil can on the ground. Then go over and talk to the little boy's parents who are warming their hands over the barrel. Then, cross over that wooden plank bridge to the left, and go over and talk to the big clown popping balloons over his head. Now, if this clown moves and can get out of your way, then you can go past him, and then make your way around front to the entrance of the main circus tent. If not, and the clown won't move out of your way, then you'll have to cross over both little plank bridges and make your way all the way around to the front entrance of the main circus tent (the main tent is just behind and above the three little tents where you played the knockdown game).
Once you've entered the main tent, go to the right and talk to the clown juggling the balls; go through all dialogue choices. By the end of the conversation, he will have exchanged one of his red juggling balls for that pin that you got from knocking it down in that game that you played. Then go to the upper right and talk to the strong man lifting weights; go through all dialogue choices. Then, go down and to the left to the woman by the fire barrel; talk to her going through all dialogue choices. Then, if you want, you can go over to the center and talk to Mr. Baldini, the ringmaster. And also, if you want, you can talk to the three different clowns that you see sitting up on the benches. Then, exit the main tent, and then make your way back to the tattoo shack.
Talk to the man giving the tattoo, and ask for the fuel. And while you're there - and he's not looking since he's being distracted giving the tattoo - click on the needle you see lying on the desk to take it into your Inventory; it'll come in handy later. Go back to the main circus tent and talk to Inferno; choose the dialogue choices of Tattoo and Fuel. Then, exit the main tent, and make your way all the way back down to the Squid Squash Game, but when you get there, make a right and go down those set of steps that you see there to the beach.
When you get down to the bottom of the steps, if you want, you can talk to that clown standing there. Then, go over to the left where the merry-go-round is; try pulling the lever in front of it. The lever will be stuck, so go into your Inventory and get the oil can, and then click this onto the lever, and then pull the lever again. After you've pulled the lever, go over to the merry-go-round and click on that itself to get it moving; go for a ride. After the ride has stopped, go over to the left and up the little ramp and stand in front of the clown; click on it. Then, go over to the left and talk to the man standing at the entrance. Then, go back over and stand in front of the clown, and then get the red rubber ball from your Inventory and click it onto the clown. Then, go back over to the man at the entrance and talk to him, and choose the dialogue choice of Tickets. Then go into your Inventory and get the tickets and then click these onto the man. Then, go up the ramp and click on the doors, and then enter the Fun House. After the Fun House video sequence is over, you will now have a broken piece of mirror in your Inventory. Upon exiting the Fun House, go down the ramp, and if you want, you can talk to the clown there. Then, go to the left, and make your way up those set of steps, and enter the next tent. Then go over and talk to the fortune teller behind the crystal ball. After your conversation with her, you will realize that you already have the wand, the flask, and the reflection. The wand you got from Inferno, the flask you got from the tattoo shack, and the reflection you got from the Fun House (the piece of mirror). Then, you will be "zapped" and reappear in front of the circus tent. Then, make your way all the way around to those steps to the beach again.
On the beach, go over to the right, and talk to the man standing behind the rope next to the wagon; go through all dialogue choices. Then, go into your Inventory and get the tickets and then click these onto the man. Then, enter the Freak Beach. Immediately upon entering, go directly to your left to the first wagon and talk to Pretzool. Then, go a little to the right to the next wagon, and talk to Timber; go through all dialogue choices. Then, go into your Inventory and get the needle and click this onto the bars of Timber's cage; he will run off to the right. Exit Freak beach. If you want, when you exit, you can go to the wagon on the right and talk to the Siamese twins. Then, go back up the steps and then go to the right, cross the wooden bridge, and you'll notice past the boy that you talked to earlier, that there is a hole in the ground. Click on the hole for a video sequence, then click on the hole again to jump in.
You will see a pile of dried twigs in front of you; in your Inventory, get the piece of broken mirror and click this onto the pile of twigs to start a fire. Then, go into your Inventory again, and click on the baton, and then click this onto the fire; this will start a combat sequence. Look out for the falling rocks that will drop into the water. You will see some crumbs start to come from the ceiling right before they fall; this will act as a warning to get out of the way. Also, click on the tentacles that will come at you just before they touch you. And, stay towards the top of the screen; the bottom path leads nowhere. At the far left end, you will come upon the Squid monster. Look for the timing of his pattern when he breathes his "fire". Just stay a little towards his right, and then, right after he "breathes", run up and click your baton on him so that you may breathe your fire on him. Then back off, and then keep repeating this process until you defeat him. When you've defeated him, climb up out of the water.
Climb up the set of steps; watch the ghost video sequence. Then enter the open doorway. Enter the kitchen area and go towards the right and watch another ghost video sequence. Make note of the time that the mother mentions; 6 o'clock, and that the father will be in the study. Exit the kitchen to the right, and thenmake a left and head up towards the grandfather clock. Click on the grandfather clock and then try to open it; it will be locked. Then, walk up the set of stairs to your left.
At the top of the stairs, veer over to the top right and open that door and enter into the livingroom area. Go around to the front of the sofa by the coffee table; watch another ghost video sequence. Then, go to the top of this room, and open the door there. Upon entering this bedroom, immediately turn to your right and take the brass key off of the bureau top. Then make your way all the way back downstairs to the grandfather clock again. Take the brass key from your Inventory and click it onto the grandfather clock. Then, click the big hand onto the numeral 12, to set the clock to 6 O'clock; watch the ghost video sequence of the father leaving his study. Then, go around behind the grandfather clock, and veer over towards your left, and enter the study. Next to the armchair, take the silver key. Then, to the left, on the bookshelf, take the videotape. Then exit the study, go back upstairs to the next floor, into the livingroom, and then take the videotape out of your Inventory and click it onto the VCR that is to the bottom-left of the TV set. Watch the video sequence. Then come out of the livingroom, go over to the left, and then go up that long hallway on your left, and at that door, take the silver key from your Inventory and click it onto that door; go through and up the steps to the attic.
Go over to the big Teddy bear right in front of you and click on it; you will then get a gold key. Then, go over to the left and click on the round trampoline. After Sarah sets it in place, click on the trampoline again; this will enable her to jump over the boxes. Then, notice the chest to the left. Get the gold key from your Inventory and click it onto the chest. When the chest opens, you will get the dolly, Mr. Clown, and then you will also see a ghost appear. Then, click up towards the top of the chest, and you will climb back up over the boxes. Go back down the stairs where the ghost went.
You will keep seeing the ghost appear, calling you forward. When you come back down that long hallway after exiting the attic, go around the set of steps, and then click on the door that you see at the bottom right-hand corner of the screen; the ghosts will appear again. Enter the room, and then go up to the ghostly form that you see in the bed. In your Inventory, get the dolly and click it onto the little girl/ ghost in the bed. Watch the video sequence.
Go up the set of steps. And then, follow the path around to the right. Click on the doors there and then enter. Inside, if you want, you can click on the radio to the right. Then, go over to the left and click on the painting; watch the video sequence. Then, click on the pipe valve where the painting was; the valve goes into your Inventory. Then exit here, and make your way all the way over to the left. On your way, you'll pass a gate on the right; this is locked for now. Go up the steps on the far left.
At the top of the steps, keep going forward to the far right end; you will find a "hexagonal hole" at a pipe junction. Then take the pipe valve from your Inventory and click it on here. After it is attached, click on it again to turn it; this will power up the machine. Then, go over to the machine to the left, and click on the part where you see the little light bulbs glowing on the top. The object of this puzzle is to get the stone/rock to drop into the hole. When the puzzle interface comes up, the first thing you do is to pull the lever on the far right side. Then, click on the right-hand side of that wheel four times; then, pull the lever on the right-hand side once more. Then, click on the right-hand side of the wheel once; and then pull the lever on the right-hand side one more time. Then click on the right-hand side of the wheel four more times; and then click on the lever on the right-hand side one more time. Then click on the right-hand side of the wheel once; and then click on the lever on the right-hand side one more time. Then click on the right-hand side of the wheel four more times; and then click on the lever on the right-hand side one more time. Click on the right-hand side of the wheel one time; and then click on the lever on the right-hand side one more time. Click on the right-hand side of the wheel four more times; and then click on the lever on the right-hand side a final time: The stone will drop. You will then see the cage door open up below you. Go down the stairs and then make a left at the intersection and enter the center door which had just opened for you. Watch the video sequence.
Inside the lab, head around to the right to the desk; click on the taperecorder that you see there to play it. Notice that on the tape, Dr. Morgan mentions about the chalkboards having an encrypted message on them. Then notice the three green chalkboards to the left. Approach the green chalkboard on the far left and click on it; when Dr. Morgans voice-over is done reading this, you then click on the first letter at the beginning of each sentence. For example, click on the letter "I" at the sentence, "I stand at a crossroads...", and then "Shall" at "Shall I venture forth...", and so on, etc. You will then see these letters appearing at the bottom of the screen. When you have them all, click on then and rearrange them to form the word: SALVATION. Then, go to the chalkboard to the right, and follow the same procedure here; rearrange these letters to form the two words: THE YOUTH. Then go over to the far right and click on the third chalkboard and do it once more; unscramble these letters to form the three words: KEY HIDES TO. Then go to the door that you see on the far right by that round cage.
To the left of this door will be a voice lock; click on it. By clicking on it you will be "talking" to it. From the words that you got from the chalkboards, click on the words in this order: YOUTH HIDES THE KEY TO SALVATION. When you hear the lock click, click onto the door. Watch the video sequence.
Max is now playing as the four-armed Cyclops. Immediately, click on the dead bug in front of you that you just killed; this will give you it's harness. If you don't do this, you will not be able to get past the scanner that's in front of you to the right. Then, continue down the path, and where it first branches, go to the left side of the screen; you will see a purple spot on the ground, and a small yellow orb on the wall next to a door. Click on the orb, and then enter the cave. Inside, talk to the other cyclops that you see on the right-hand side; you will receive the password for his hut. Then, head deeper into the cave, and then on the upper right-hand side of the wall of the cave, take the insectoid pincer off of the wall into your Inventory. Then, come back towards the entrance, and talk to the bug technician working on the alien child; go through all dialogue choices. You'll find out that you'll have to come back later with proper authorization to get upgraded. Then, exit this cave.
Go back to the center of the path, but then go down to the far right end to the last hut; this will be Gravin's Pod. Click on the orange orb; you will then speak the password into it. Inside, take the sledgehammer on the left into your Inventory; also take the tools further up on the left into your Inventory. Then, go over to the right and click on one of the three red buttons; watch the video sequence. Then exit the hut/ pod. Head back up towards the center of the path, but then veer of f to the right.
Click on the yellow orb that you will see here and enter the Furnace room. Inside, go over to the right and notice that the pipe sticking out of the furnace has been repaired recently. Go into your Inventory and get the sledgehammer and click it onto this repaired pipe. Then, go even further to the right, and pump on those bellows ( the two cranks/ handles ) that the creatures have abandoned. This will kill the bug that was operating the control panel. Head over to the left to that control panel, but on the way, get the mechanized arm that you see lying on the ground in front of you. Then, click on the control panel to bring up the puzzle interface. The object here is to close off the furnace by manipulating the bug's wings that you see; as you make progress, you will see the aperture of the furnace to the right getting smaller and smaller as it closes. First, see picture below:
Click on wing buttons A & B.
Click on lever position #5.
Click on the R button.
Click on wing buttons B & C.
Click on lever position #6.
Click on the L button.
Click on wing buttons A & B.
Click on lever position #1.
Click on both the L & R buttons.
Now reset the machine by pushing the button ( marked by asterisk in picture above * ) at the top of the dragonfly's head.
Then click on dials 1A & 2B so that both wing lights are green.
Click on wing buttons A & B.
Click on lever position #5.
Click on the L button.
Click on wing buttons B & C.
Click on lever position #3.
Click on both the L & R buttons.
Click on wing buttons A & B.
Click on lever position #4.
Click on the R button.
Click on the reset button once more above the dragonfly's head.
Click on dials 1A & 2B until the wing lights are both blue.
Click on wing buttons A & B.
Click on lever position #2.
Click on both the L & R buttons.
Click on wing buttons B & C.
Click on lever position #6.
Click on the R button.
Click on wing buttons A & B.
Click on lever position #4.
Click on the L button.
This will now shut down the furnace. Exit the furnace room and then go back down the path to Gravin's hut on the far right end.
Speak with Gravin; go through all dialogue choices. Now go back to the cave/ hut where you first met Gravin, and go to the bug technician there; talk to him. Choose dialogue, Upgrade. Then, go to the limb scanner at the upper left. Then, get the mechanical limb out of your Inventory and click this onto the scanner; watch video sequence. Then exit here, go back out to the center path, but then make a left and head back up towards where you originally came in, but on your way, look towards the right, and see the purple colored scanner on the wall; click on this to enter the Queen's chambers.
Click on the cyclops babies you see hanging from the ceiling; watch the video sequence. Then, talk with the cyclops-bug; go through all dialogue choices. Then, go into your Inventory, and get the insectoid pincer, and use this to cut down one of the bottles that has the cyclops baby inside of it. Now return to Gravin's hut at the far right end of the path (you now have "proof" to show him).
Inside his hut, click the bottle from your Inventory onto Gravin. Then in dialogue, choose Proof. He will then take you to Gromma's hut; follow him. Outside of the hut, talk to Gravin, and choose dialogue choice Team, and Code. You will then find out about the "Great Machine". After Gravin leaves, look at the chalkboard on the upper-right. Then go over to the left-hand side of the hut, and click on the pillow that you see lying on the cot; move it to reveal a key; take the key into your Inventory. Then notice above your head by the cot a locked cabinet. Use the key from your Inventory on this locked cabinet; then take the control device into your Inventory. Then exit here, and return to the Queen's chambers.
Once inside, go to the far right-hand side. Notice the transport tube oozing out the green fluid. In your Inventory, get the sound generator, and click it onto the transport tube; watch the video sequence. Then, listen to the "tune" that you hear when he enters the door in the video sequence. Then talk to the cyclops-bug; go through all dialogue choices. Then click on the children/ clones that you see in the cages beneath you; click on them with the talking icon to listen to their "song". Then, go over to the left to the door that is covered with the tentacles, then click on the object above your head; it's a control panel of sorts, a console. Number the grubs 1 through 5 going in a clockwise order, with number 1 being at the 12 o'clock position. Then click on them in this order: 5, 2, 2, 4, 1, 3. This will open the door to the elevator and take you to the next level.
Go around to the right-hand side and talk to the female cyclops-bug; go through all dialogue choices. Then go into your Inventory and get Gravin's tools; click them onto the machine at your left that you see with the piston pumping up and down at the top. Then afterwards, click on the machine again to get a piece of that machinery. Then go back over to the left and stand over that porthole that you came up in inside the elevator, and then click on the yellowish-green orb that you see to go back down the elevator. Down below, go back to the right-hand side, then go into your Inventory and get the sound generator, and click this on the "bowels of the monster", the transport tube. Then exit the Queen's chamber.
Go back out to the center path, but then veer off to the left, and start heading towards the "Great Machine". But as you approach, the "bridge" that connects you to it will dissolve and disappear. Then gointo your Inventory, click on the piece of machinery, and then click it onto the cyclops that you see over by the "Great Machine" (you will throw it to him). Then watch the video sequence. Afterwards, choose dialogue choices Purpose, Portal, and Where. Then go back to the Queen's chamber, use your sound generator on the transport tube, then over to the left and click on the sound console (you don't have to do the puzzle this time, it's automatic), up the elevator, over to the right, and talk to the female cyclops-bug again; choose dialogue choice, Machine. Then, go all the way around to the left, past the elevator porthole, and then click on the rope twice that you see hanging from above on the left so that you may climb to the next level.
Listen to the cyclops make his speech. Afterwards, directly in front of you and above your head, click on the next machine part; you will pry it off and jump through the portal. Then watch the video sequence. Then after this, there should be a CD change to CD number 3.
Click on the woman's corpse that you see lying on the table in front of you. Then, try to walk past
her, but she will sit up and start talking to you; then go through all dialogue choices. Then, click on the vault door in front of you to bring up the puzzle interface.
Click on the wheel in the upper right-hand corner 3 times.
Then pull the lever below this wheel to the left.
Repeat this twice more.
Then, still with the wheel in the upper right-hand corner, click on it 3 times.
But then pull the lever below it to the right.
Repeat this twice more.
Then, turn the wheel in the middle of the door counterclockwise.
The door will now open and Max will go through.
Then, make a right, and enter Morgan's office, but then watch the video sequence. Then head over to the left in Morgan's office, and click on the papers that you see on the fallen bookshelf; these will be a clue later on for a puzzle. Behind you, click on the book of matches on the desk to take them into your Inventory. Also click on the iron bust of Dr. Morgan to take that into your Inventory. Then, go to the back left-hand corner of the room and click on the brass urn to take that into your Inventory. Then, look at the wall behind the fallen bookshelf. In your Inventory, get the iron bust of Morgan and click it onto this wall. Then, pick up the iron bust off of the fallen bookcase, and click it onto the wall again. Then in front of you, click on the U pipe joint to take it into your Inventory. And then click on the pipe valve in front of you to turn it. Then, go back through the hole in the wall, and exit Morgan's office.
Head straight, and then click on the two pipes that you see to the right on the wall to feel that one is warm and one is cold. Then back up and go through the center doorway into the boiler room. Go to the upper right-hand corner and take the tools that you see on the floor there into your Inventory. Then exit the boiler room and go back to those two pipes and use the monkey wrench from your Inventory on them. Then get the U joint pipe from your Inventory and click this on to the two pipes. Then go back into the boiler room and work the controls on the right-hand side of the furnace to fire it up. Then click on the furnace door to open it. Then go over to the left side of the room to where you see the bodies hanging on the wall. Click on the third body from the left, # 7; Max will put it into the furnace. Then, open the furnace door back up and you will see the ashes lying on the slab. Then go into your Inventory and get the empty brass urn and click this onto the ashes. Then, click onto the slab again, and you will see a glass eye; take this into your Inventory. Then go back and open the main vault door from where you originally started.
In here, open the top right-hand drawer; talk to the old man and go through all dialogue choices. Make note of what he says about scratching coming from another drawer. Then go over and open drawer #7; after it's open, click up inside of it to have a look around; Max will notice some scratches but it is too dark. Then, go into your Inventory, click on the matches, and then click these up inside of the drawer; this will bring up a puzzle interface. When inside of the puzzle interface, right-click on your mouse; select the glass eye in your Inventory. Then use this glass eye to read the scratched message from top to bottom. Then right-click on your mouse again to get out of this puzzle interface. Exit the main vault and then go to the left and go outside.
Outside, go to the right and go over to the tree that you see "blinking it's eyes". Click on the tree and talk to it; go through all dialogue choices. Now you must find out "the Name" of the creator. Go over to the far left and find the fallen tombstone, the one that is crumbled. Click on it; there is writing on it but it cannot be read. So go into your Inventory and click on the brass urn with the ashes in it; then click this onto the fallen tombstone. Then click onto the tombstone again to read a name; Paul Stark. Then, go back over to the talking tree and click on it to talk to it again and select the name, Paul Stark. After the tree moves, click on the glowing green orb; it's a prism, and you will take it into your Inventory. Then start heading back over toward the left to the center where the round building is; look for the "nice warm beam of light". Go into your Inventory and get the prism and click this onto the beam of light; this will open the door in the round building. Enter the doorway of the round building. Morgan is here but will quickly vanish.
Inside of here, click on the piece of paper that is on the desk in the upper corner. Notice the Aztec warrior statue on the right; also notice the globe on the left. Then, click on the Aztec Calender Machine that you see at the rear of the room; this will bring up the puzzle interface. Then, going from left to right:
In the first panel, click on the buttons until you get the Sun Coming Up over the Twin Peaks.
In the second panel, click on the buttons until you get the Rising Sun.
In the third panel, click on the buttons until you get the Sun with the Semi-Circle around it.
In the fourth panel, click on the buttons until you get the Eye.
In the fifth panel, click on the buttons until you get the Triangle.
When you get all five correctly, you will be "transported".
Max is now playing as an Aztec warrior. Talk to the old woman waving the fans whose "magic has
summoned you"; go through all dialogue choices. Then leave this area by going all the way over to the far left. Now, when you are in the village, you will see ghosts pop up from time to time; make sure you talk to all of them. Come across the stone bridge in front of you; if you see a ghost standing to the right by the waterfall, talk to him. Always go through all dialogue choices with all of the ghosts. Also, when conversing with the ghosts, pay attention to what "age" they say they are; things like: "Younger brother of...", "Eldest warrior...", and so on. So after crossing the stone bridge, go to the left; you might then see another ghost standing by the water's edge near the lava pit; talk to him. Then, keep heading left, go past the sacrificial alter, and up the steps to Quetzalcoatl. Stop when you get to the first landing; speak to Quetzalcoatl from there. Then, from the landing that you are on, turn to the right and click on the statue that you see above the lava; the statue is unstable, so click on it again to knock it into the lava. This has now created a bridge to the Water temple. Cross this bridge to the Water Temple and then you should see a ghost standing out on the water itself; talk to him. Cross back over the bridge from the Water Temple, and head towards the center of the village, passing by the large statue of Quetzalcoatl. Keep heading straight down the path and head for the totem pole. Talk to the ghost that you see guarding the totem pole; this ghost will mention a test, a way to "prove" yourself. Then head over to the area on the right where the straw huts are.
Talk to the old woman you see sitting in front of you mixing something in a pot. Then, at the upper left-hand corner of that square well of water you see in front of you, take the empty copper bowl into your Inventory. Then, walk through the doorway that is straight in front of you. Talk to the worker that you see hammering the wall; go through all dialogue choices and you will find out about the necklace. Then, go to the doorway on the left and talk to the woman in there. You will find out that the wife thinks that the daughter may still be alive. Then continue through the doorway to the left, and talk to the woman in there.Listen to the "Fisherman's Creed" that she will tell you; this is a clue for a puzzle at the Water Temple. Now exit the hut area, and go and talk to the ghost again who guards in front of the totem pole; tell him about the necklace. He will then disappear to let you through; click on the totem to knock it over. Cross over to the other side; go up to the Wind Temple. Click on the boulders blocking the doorway to move them; enter the Temple. Watch the video sequence. Afterwards, go to the first room of the hut area past the square well of water. Inside you will find the daughter; talk to her. You will find out about the gongs and the music. Then, go back and cross over the fallen totem pole to the Wind Temple; enter the Temple.
Inside the Wind Temple, click on the crystal enclosure that you see in front of you. Then notice to the left the set of gongs. You will have to click on these gongs in order from largest to smallest in order to shatter the crystal enclosure. The largest gong is in the center, and then the one smaller than that is directly across from it to the left. Then the top right-hand corner, then the bottom right-hand corner; then the top left-hand corner, and then the bottom left-hand corner. See picture:
Click on the gongs in the numbered ordered sequence that you see in the picture.
After clicking on the gongs in the correct sequence, the crystal enclosure will shatter; you may now take the Wind totem into your Inventory. Now exit the Wind temple and go all the way back to the Water Temple.
At the Water temple, click on the panels that you see at the side of the building facing you; you use the "Fisherman's Creed" to solve this puzzle. Numbering the panels from left to right from 1 to 6, click on the panels in this order: 5, 3, 1, 2, 6, & 4. Then walk around to the front door of the Water Temple and enter. In the center of the Temple, take the Water totem into your Inventory. Then exit the Temple, cross back over the bridge, and head towards the center of the village.
To the left of the center of the village, you will find the Jaguar Temple; but for now, find the path that leads behind the Jaguar Temple. Find the small hut behind the Jaguar Temple; talk to the man that you see kneeling in front of the small hut going through all dialogue choices. You will find out that the stone mason knows about the "Rite of the Warrior". (Reminder: if on the way back to the small hut behind the Jaguar Temple you came across a ghost, remember to speak with him.) Now, go back to the straw hut area and speak with the stone mason/ worker again; ask him about, Warrior. Then choose, Names. You must then name them in order of youngest to eldest. If you've talked to all of the ghosts at this point, and paid attention to what "age" they said they were, then click on the names in the following order:
1. Xilonen
2. Ometoch
3. Tepictoc
4. Centeotl
5. Huitzilop
6. Mixcoatl
Then watch the video sequence. Then, after you have appeared at the end of that little stone bridge, head over to the lake of lava across from the Water Temple. Then walk across the lake of lava to retrieve thePot of Might from the tree. Then, go back behind the Jaguar Temple to that little hut, and give the Pot of Might to the old man kneeling there. Watch the video sequence. Afterwards, you will end up at the foot of the sacrificial alter, in front of the old man's slain corpse. But, he's not quite dead yet, so talk to him once more about, Sacrifice. Then ask about, Mask. Then, go past the center of the village where you see the statue of Quetzalcoatl, and the go over to the left and head up the steps to the top of the Jaguar Temple. When you get to the top, the jaguar Temple will "speak" to you, and you will find out that you need "blood from a holy heart" and a "heart that does not bleed". Then, go back to the foot of the sacrificial alter where the slain corpse of the old man is, and go into your Inventory and get the empty copper bowl; click this onto the blood of the old man to collect it. Then, head back behind the Jaguar Temple to the hut; enter the hut. In the center of the candles that you see in front of you, click on the crystal heart that you see to take it into your Inventory. Exit the hut, and then head back around front to the Jaguar Temple.
Climb the steps to the top of the Temple, but then immediately go back down; from this view at the bottom, look at the steps to the Temple. On the left-hand side of the steps, notice those dark symbols; they are in order: Bull's head; Crescent moon; Figure 8/ Infinity sign; Face; Star; Fish; Circle w/cross hairs. Then climb the steps once more to the top of the Temple. From your Inventory, get the copper bowl of blood and click it onto the statue's bowl on the left. Then, get the crystal heart from your Inventory and click this onto the statue's bowl on your right; the door to the Jaguar's Temple now opens and you may enter. In order to get the Jaguar totem in the center, you must solve the puzzle in the rear of the room. You have to click on the wheels in the back of the room and put them in the order that you saw outside on the steps leading up to the Temple. Again, that order is: Bull's head - Crescent moon - Figure 8/ Infinity sign - Face - Star - Fish -Circle w/cross hairs. After you have them all in order, you may now take the Jaguar totem. Then watch the beam of light and the video sequence. The beam of light will shatter the statue of Quetzalcoatl in the center of the village. Exit the Jaguar Temple and then head toward the spot where the statue of Quetzalcoatl had once stood but is now destroyed. You will see a rectangular platform with three holes in it. Then go into your Inventory and get the Jaguar totem and place that in the left-hand side hole of the platform. Then place the Water totem in the upper right-hand corner hole. And then place the Wind totem in the bottom right-hand corner hole; you will automatically go down into the pit. Watch the video sequence.
First off, you have to avoid letting that "pink electricity" touch you. It always moves in the same
repeating pattern; so just look for the pattern, and then step where the pink electricity is not. So, from the way you are facing, look for the pattern, and when the timing is appropriate, step all the way forward to the end. Then start going towards the left a little, but then go down those set of steps in the middle. Then, move to the right a little bit, and go down the next set of steps. At the bottom of these set of steps, move to the left a little bit, and then go behind the set of steps. Behind the set of steps, then you go to the right, come forward a little bit, right again, and then left and then go up the short flight of steps. Once you get up that short flight of steps, you will see a control panel in front of you with three gold-colored jewels; it is actually a "release" switch. Of these three gold-colored jewels, from left to right, press numbers 1 & 3; after that, press that blue panel to the right. Then off to your left, you will see a huge stone be lifted out of your way by a chain; and a small bridge will also raise up into place.
Now from where you're standing in front of this control panel, trace the path backwards that you took to get here and go back to your original starting point. From the original starting point, go towards the right so that you are standing in front of a statue with it's arms raised that will be directly beneath you. Click on this statue with the raised arms and another stone will be lifted out of your way by a chain. From where you are standing now behind the statue, go towards the left. You are going to come across some more of the pink electricity. Again, look for the pattern, time your moves, and keep going all the way to the left. When you get to the end, make a left and go down that set of stairs; actually, your character will automatically go down two flights of stairs. When you reach the bottom, you will automatically be facing towards the rear; keep heading in this direction. You will come to the main widest pillar and you will see a lever in front of you on it's wall; click on the lever to pull it. You will see a gate lower in front of you up above a little to the right. Then go up those steps that are directly to the left; at the top of the steps, make a quick right and thengo back down the other set of steps. When you get down the bottom of that set of steps, click the lever that you see there that is on the warrior's right-hand side; this will lock the gate in place. Then go forward through that short tunnel and through the gate on the other side. Then, enter that "big mouth" you see in front of you. Inside, take the Death Mask of Quetzalcoatl. Watch the video sequence.
Now, in this chapter, notice something right away: Click on yourself to bring up your Inventory; you will see Sarah's doll, which, if you click on it, will turn you into Sarah. The Aztec statue, which if you click on that, will turn you into the Aztec warrior. And the Grimwall comic book, which if you click on that, will turn you into the four-armed cyclops creature. You will need to change into each of these throughout this chapter in order to traverse certain environments.
Cross over the wooded bridge in front of you to the other side. To the left, click on the tombstones and read them. When you read Jeddah Driscoll's tombstone, his ghost will appear out of the ground; take note that it is headless. Then, turn around and look behind you, behind the pumpkins that you see. You will see children in a circle with a revolving skull in the middle; this skull belongs to the headless corpse/ ghost. Now go intro your Inventory, and click on the Aztec warrior to become him. Then, walk over to those pumpkins. You will hear them play a tune and light up at the same time. Repeat this sequence. If the twelve pumpkins are numbered thus:
Then click on them in this order: 8, 6, 7, 4, 5, & 9. When the pumpkins disappear, go through and get the skull revolving in mid-air. Come back out and approach the headless corpse/ ghost; then go into your Inventory, get the human skull, and click it onto the ghost. A stone crypt will then come up out of the ground; you will not be able to open it as they Aztec warrior, so go to your Inventory and click on the comic book to become the four-armed cyclops. Then click on the stone crypt to open it; inside, get the head of the angelic statue. Then, change back into the Aztec warrior. Then go to the right and cross the thorny path onto the wooden platform.
Change back into the four-armed cyclops. To the left, click on the game of strength; when you do, note above your head, the color sequence. It will be, Red, Yellow, Green, Blue. Doing this will cause the big clown head to the left to be lit with fire and the teeth start to flashing. Then change back into the Aztec warrior. Then move to the left and get in front of the flaming clown's mouth. Then click onto the flashing teeth in the order of, Red, Yellow, Green, and Blue. When you get the order correct, the clown's nose will pop out revealing a small hole. Go into your Inventory and click on the doll to change into Sarah. Then, click on the small hole where the clown's nose had been; click on it twice for Sarah to climb up there. When she comes out the other side, get the angelic statue's left wing. Then go back inside the clown's head and come out the nose hole. Then go back around to the right, along the wooden pathway, down into the stone tower area.
Climb up the flight of steps in the stone tower area, and then to the right cross over that spider web (you still have to be Sarah to do this). Then change back into the Aztec warrior. Notice the "plates" on the floor in front of you; from left to right, click on the plates in this order: 2nd, 5th, 3rd, 1st, & 4th. Then, click on the impaled Aztec warriors and notice that they are screaming. Then change into the four-armed cyclops and push the big stone head that you see in front of you all the way to the rear. Then a huge crystal monolith will pop up behind you where the giant head was. Then in order to shatter this crystal monolith, you have to click on each of the Aztec warrior's impaled bodies to impale them further upon the stakes. When all six of their screams build to a crescendo, this will shatter the crystal monolith. You may now get the right wing of theangelic statue. Change back into Sarah, and cross back over the spider web. Go back down the stone steps; at the bottom, cross over to the right.
Go all the way over to the right and enter the hut/ honeycomb. Walk over the maggots and go over to the honeycomb on the left. Keep clicking on this honeycomb until you tear your way through so that you can get the insect mandible that's on the inside; take this into your Inventory. Then cross over to the machinery that is on the right-hand side. Change back into the four-armed cyclops. Then, click on the machinery to operate it. The cyclops will automatically use a device to make the maggots move away from a grate on the floor. Click on the grate twice to remove it from the floor. Change back into Sarah and then jump down into this hole. Change into the Aztec warrior and climb up that thorny path on the right-hand side. Then make your way a little to the left where you see a hole and a cord hanging down into it. Go into your Inventory and get the insect mandible and use this to cut the cord. Then, go back down the thorny path, change back into Sarah, and jump down the hole. Then, get the torso of the angelic statue that will be right in front of you when you climb out of the hole. Then, exit the hut/ honeycomb. Go back over to the left into the stone tower area.
Approach the empty pedestal on the left-hand side of the stone tower area. Here, piece by piece, assemble the angel statue. Do this by getting the individual pieces and clicking them one at a time onto the pedestal. When you've completed the statue, watch the portal appear. Then, climb the stone steps, go through the now open gate, and pass through the portal. Watch the video sequence.
The object here in the last puzzle is to once more look for a repeating pattern on the floor of the
black, oily substance. Time your moves so that you are standing where the oil is not on a given square. ( This is similar to the part in "The Maze" where you had to avoid the pink electricity. ) The object here is to make your way around to the-left hand side where you see the statues holding the orbs. When you successfully make your way to the left-hand side, Max will automatically grab the orb and smash it to the ground. Then you must do this 3 more times. Keep looking for the patterns in the black, oily substance. This puzzle is also a sort of "timed" puzzle, in that if you take too long, the screen will go black, and you will hear a high-pitched tone as in when someone "flat-lines" on a heart monitor. But not to worry, just like the other "combat" sequences in the game, you don't "lose" anything if you take too much time and fail. If you take too much time and the screen goes black, the screen will just "come back up" in a moment and you can continue. This puzzle may seem a little difficult at first, but just memorize the repeating patterns in the black, oily substance and you should get through it.
After you have successfully smashed all of the orbs, watch the end video sequence.