Atlantis 2
|
|
佚名 |
The play begins in an ice landscape. The way leads on the ship, which is situated directly before you. You look around and find at deck three strange triangular stones, which you in- collect. Down in the ship a Schamane sits, from which you receive a crystal ball. It tells that it is the guardian of this crystal, which awoke few days ago after thousands of years to the life. Your ancestor Eno, which had leaders of the trailers of powers of the light, the darkness defeated. Now however powers of the darkness are with the appearance of a strange asterisk in the sky and the light again awaked and the darkness must again is defeated, i.e. the light must unite with the darkness and only you as the carriers of the light - as the mark in your hand proves - can lead this fight. You must arrive at it after Shambhala. There is a way there, which was divided by your ancestors into six sections, which must be joined again. The crystal ball is a type travel container, which contains first only one journey. Their markings point the way to further journeys. The triangular stones are Reisesteine, those in each case to another Place lead, at which a further stone is. In this space is a type map of the world, on which the stones must be used. You sets the stone (down in the center), clicks it on and goes on yours first journey, which leads to Ireland. Ireland You appear in the role of the monk Felim. Liam the upper monk regards your drawings, which remind him of an old legend, when suddenly a cry sounds outside. On requests of Liam you check outside. That cry Finbar from brother, which cannot answer to your questions however, came. Also Liam feels unwohl, what probably of the strange asterisk in the sky the day and night come seem. If you return to Liam, you should him about the strange behavior of brother Finbar tell and then with him about everything talk. You see yourself again in the work room, in which you you too Beginning of your arrival ruled in Ireland, more exactly over. On the writing desk is situated a book, which you regard exactly. Above the writing desk you find a brush in a container, with which you drive over the book page. You are carried into a cloud world, in which you find different persons, whom you ask in detail. Dian Cécht, the schmied and sound one the Tuatha reports to you of its former king Nuada, the assistance needs. The Tuatha is suppressed by the monster Bres, a Formorach, which is now king. Nuada cannot resist and free its people, because a shadow Nuadas stole silver hand and only with this it can use its sword. After Nuada had lost its hand in the fight, Dian Cécht him forged a silver hand as back-up. Now also this hand disappeared. You must procure its silver hand and the sword for Nuada again, so that he can successfully strike Bres. The silver hand is in a glaesernen tower, which is hidden in a water hole. Beside Dian Cécht is a statue, over which you experience from it that it concerns thereby its daughter Airmid. In order to leave the book, you must look these up at one of the walls for the signature " exit " and click. You ask the upper monk Liam over king Nuada. He says, you would have painted but would have forgotten the legend in the book, to draw Nuadas sword. You used thereupon the brush on the book, in order to draw the sword (i.e. you click the king with the brush on) and the sword appears sudden. You enter again the book and take to the king its sword off. You talk a second time with Dian Cécht. it indicate to you that only king Nuada can use the sword and you must procure in addition still the silver hand for it. You ask still the king, that on his throne sit and also he required for its hand. You cannot align anything with the sword. You leaves the book and sees themselves in your environment over in the shelf in the chapel on the right beside the output find further you a head section. In one of stones circumscribed You take the hay fork to area left of the place, where brother Finbar is, to you. On the way over the island you come in yourself to a grotte, in that broken head finds. There the head section from the shelf finds its workstation. If you the island absuchst, you find four further head sections: in a straw hive, in a hole with the grazing sheep, on the soil behind the well in the garden of the chapel (this find you only if you sold the fox on the rundgang over the island from its building!!) and on a shelf in the work room, at which you arrive however only over the chapel roof. You climb the ladder to on the roof and push the head section with the help of the hay fork of the post of the shelf down. Subsequently, you can remove the piece of head in the chapel before the altar. All five head sections are inserted into the head in the grotte and these awaked to the life. Unfortunately the head cannot speak. You find a jug in one of the shelters in the vorgarten of the chapel. In the other shelter is a chest, which cannot be opened however. In the vorraum of the chapel you see a face, from the water flow. On your questions you experience from brother Liam, which concerns it the holy virgin. The heidnischen Irish however regarded it as the face of the goddess Aine. It is to have killed the king Ailill, which is situated in the grave hill. You fill the jug with water and give the head in the grotte to drink, which thereupon its voice regains. You ask it and experience that he was the king Ailill, which was punished by the goddess Aine for an atrocity with death. It tells you that powers of the darkness it was provoked and that only you can defeat it. In addition you must that Mould release and over the water ride. You are to bring it a meter that you need, in order to release the mould. You look around again on the island and find an upright stone, on which a mould, several spirals and further markings are. At the right external wall to you similar markings and a spiral are noticeable to the chapel. Of brother Liam (sits beside the shelter in the garden of the chapel) you experience over the fact that it itself like also at the chapel wall around the writing of the Oghams, the heidnischen Druiden concerns. They remind it of a code, which it gives you. With this code you open the chest in the second shelter and find in it a meter and a pergament. You go again to the head (king Ailill) and ask it after the markings at the chapel wall. It reports the fact that it concerns the house of the goddess Aine and requires again for the meter. You give it the knife, which you received from Liam. It actually takes it, treats it, returns it to you and says that it is ready for the trees. You go back to brother Liam and show to him the pergament, which you found in the chest. On it are figures of trees, whose markings resemble those at the chapel wall and on the upright stone. After the trees asked (click with the pergament on the upper monk Liam), brother tells you Liam of the trees. Two of it were before long time beside the upright stone, an oak and elder shrubs. With the prepared meter the markings at the chapel wall can be adjusted accordingly. You remove all horizontal markings and set then with the help of the meter the horizontal markings again. Two horizontal grooves above, those show to the left for the oak (through mouse-click on the left of or on the right leaves itself the arrangement to that Markings change), five bevel line for the elder in the center. The lower paragraph remains empty. If you the markings correctly attached click you have with the meter 1x on the spiral. Thereupon the wall and you lower yourself can from the developed cavity a stick take. Again you go to Ailill, the king in the grave hill. You show it the stick, which you found and it requests you to use him. You report to it also of the mould, which you saw on the upright stone, and he says to you that you must free him. Thereupon you go to the upright stone and use yourself the stick, which you took from the hole of the chapel wall, with the mould. This awaked to the life and you tries to catch it. You go a step toward the grave hill, then again a step toward straw hives wait to the horse appear. You need it then to only click and the horse can transfer to your inventory. From Ailill you know that you must ride with the mould over the water. Go from that Chapel straightforward to the left, follows the way toward trees and then down to the water. Follow the way at the water along at height of the grave hill and you a possibility finds the horse in the water to set. You click it on and your savage ride already begins over the water, which ends on a small island. There you make the acquaintance with Fintan for a poet, who gives only bird sounds of itself. Listen to him exactly and try then the bird out to find, which it copies. Three times you must repeat this process and click the correct bird; only then you can talk with the bird man. You ask it out and experience that the goddess Aine transformed him into a bird. It had sealed it in honours a few verses, itself then however in Airmid, which falls in love daughter of the Heilers Dian Cécht, whereupon Aine him had verzaubert from jealousy into a bird. He hopes for the day, at the Aine him again will release. You tell it of your search to the glaesernen tower, and he gives you a wuenschelrute. You ask it also after Ailill and experience, that it was with its horse of the more frequent on the island. After you ask it extensively, you turn on the green island back and enter again the book. You ask Dian Cécht again over everything out, in particular over its daughter Airmid. He says that she could help you, if it were not a statue. You must umstimmen thus Aine, so that she releases the verzauberte statue. After this discussion you visit the dead king in the grave hill again. You ask it for Fintan and Airmid (the statue). You experience that only Aine can release the two from its charm, but the goddess does not talk any longer, since then the old heidnische sun wheel no longer in the sky is. Perhaps one can do it to Speeches bring, if one sets the sun wheel again to the sky. You go back to brother Liam, in order to experience more over the sun wheel. Thereupon addressed it remembers the St. Brigidskreuz, the cross of the heidnischen Irish. It gives you a cross. You address it again on the cross. He says that it hung in former times in the chapel, there however did not belong. He mentions also his similarity with the old sun wheel, which was in former times in the sky. A view of the wall carpet in the chapel gives further information. You sets the Brigidskreuz on the wall carpet on the right between the church tower and the fire. The cross transforms into a sun wheel and behind you on the right page in the chapel appears the goddess Aine above. You ask it over everything out. (Ailill, etc.. Ask you for Fintan and it mentioned automatically the statue Airmid). It tells you of Ailill, which passed against it. You ask for assistance for Nuada. It however cannot help it. You experience more details over the connections between Fintan, Aine and Airmid. Since you set the old sun wheel again to the sky, she is ready to release Airmid and the poet Fintan. Since you still possesses the wuenschelrute of the poet Fintan, you go on the search for the water hole. A course over the green island runs without result. Thus you ride again on the bird island and try your luck there. In the center before the ruins uses you the wuenschelrute. A well appears, to which you descend. After the way quite down becomes however from a sea-monster (a queue?? blocks. You talk with the bird man about the queue. He says that you must become a fish, in order to down-course-long. It tells of Airmid, which can perhaps help you. Your way leads you thus again into the book and you asks the Airmid released now. It thanks you for its release and you tells it of Fintan and Aines reason it to charms. It could help you, if it back-got the salmon, which it lost. Exactly the same as Nuadas sword it disappeared. You leaves the book and paints on the statue (as with Nuadas sword). The girl keeps a salmon in the hand sudden. You return to the book and ask Airmid for the salmon. Since it again-has it, it can help you. It made a Amulett from the fact that brother Felim under water lets breathe and him will protect. Your way leads you immediately back to the bird island. You descend again to the well and use the Amulett (the salmon). In this way you arrive at the glaesernen tower with the silver hand. Since you cannot begin anything thereby, you bring him to Dian Cécht, the schmied and sound one in the book. It actually takes it and preserves it little " more fragile ". An impact with the sword of the king Nuada, itself still in your inventory, does a remaining finds. You seize the silver hand and bring her to the king, who requires then still its sword. As soon as it obtained its sword, it defeats Bres in the fight. Of Bres only the antinode bulge tank remains, which falls by the clouds. With your return you will receive it from upper monk Liam and brother Finbar, those both again well goes. You released the island. Liam brings you a further triangular stone, which he found in Bres ' antinode bulge tank at the chapel wall. *** TRANSLATION ENDS HERE *** Intermediate sequence Again on the boat. You speak possibly again with the Schamanen. Then uses you a further stone on the map of the world and goes on your second journey, you after Yukatan, the Maya world leads. MAYA You land in a landscape, which is determined by two large pyramids and different smaller temples (?). You take over the role of Tepec, a Maya and cousin of the king. You enter the first pyramid. In the vorraum you meet the younger brother of the king and a priest of the jaguar God. They tell you of the dangers, which threaten the country. The army of the enemies (king Xul from Calco and its army) move closer and vitally necessary corn spoils. The king has however no strength: it is ill and cannot not erwehren itself the enemies. The God (pinnated queue / the God Quetzalcoatl), which the country so far protected, sleeps. The country does not get strength, no Chulel, more from it. All blood victims caused nothing. The people needs a more powerful God. The brother pinnated queue, Tezcatlipoca the jaguar God, wants to take over its role. It requires however much blood as opfergabe for its Chulel. The king and its daughter are to be sacrificed on the following day, if it does not create up to then someone, pinnated queue to wake and their Chulel receive. The healthy brother of the current king is to become then in his place king. It will receive the jaguar God, a blutduerstigen God, anbeten and its Chulel for it. In the neighbour space you meet the Priesterin, which you ask for the condition of the king. It told by the weakness of the king by the constant useless blood victims and asks you to bring it some a binding for further victims. These victims are to wake Quetzalcoatl. You enter the next space, in which the king, its daughter and an advisor are. You speak with the king about all points. Before it requires however for a binding, which it needs for a further blood victim. You give it a binding and the blood of the king flow in. The king seems to have resigned itself to his fate. Its brother will become king and with the assistance of the jaguar God the enemies will defeat. The people verhungert due to the constant harvest failures. It is not a protective God there. You address your words then to the advisor of the king. He hopes still that Quetzalcoatl up to the dusk can be waked. The king daughter is ready to sacrifice itself the jaguar God if thereby the requests are erhoert after assistance. After you asked all questions and you want to leave the space, the king, the Priesterin binding asks to bring you with his blood. The Priesterin brings the victim, but she sees only the jaguar God in the smoke. You discuss again all points with it. It requires you on in the realm of the dead ones to go to Xibalba to wake up and its Chulel get in order to find Quetzalcoatl there, it. Tezcatlipoca and Quetzalcoatl are twins. If you find Tezcatlipoca and bring him to speaking, then you will find also Quetzalcoat. You reject however first its request and continue to look around. You leaves the first pyramid and goes to the second pyramid. You go until quite above, where you discover a statue, from whose lower section a Obsidianstein loosened have yourself. On the other page is a stone with an asterisk (image of the large car). Everything this does not help you unfortunately. Stairs lead downward. With the Umschauen you discover two hinweistafeln. Both contain referring to numbers (and twenties). You land finally before a mystery, consisting of 4 fields, on which balls and staffs can be located. You speak with a man before stairs, which continue to lead downward still. It gives you an advice for the loosening of the mystery. " the number of the jaguar God is those the bat with itself times ". With this note you can begin however nothing, since the number of the bat is missing to you. You go again to the Priesterin in the first pyramid and speak again with it. This mark explain yourself you ready to go into the realm of the dead ones. The Priesterin sends you there. There you are received from the bat God. On one its wing discover you three points. Should this be the bat number? You talk with the bat God and tell him that you pinnated on the search for queue are. It reports that do not pinnated queue to be found here is. Thus you ask for the jaguar God. In order to find it, it is said to you that you must travel with the boat over the river on the large island. In order to arrive there, you need the assistance of Chac, the frog, which is on the small island. Both islands can be achieved however only by means of the rainbow bridge. You can cross the bridge only if you structure her again. You look around on the spot a little. Because of the river you see a boat, which you cannot achieve however being. You go back to the bat God, turn you then to the left and go toward the bushes. To your feet you discover then a further mystery, that the rainbow bridge. The mystery is a rectangle, which consists of 9 fields. Best wins you an overview, if you the individual fields durchnummeriert. The point is above the 1, among them from on the left of to the right the fields 2 and 3, under it the fields 4, 5 and 6, afterwards the fields 7 and 8 and the point down forms the 9. In field 1 sets you the page frame with the red mark. With the help of the right mouse button you turn the page frame to the red mark in the upper left corner sit. In field 2 belongs the page frame with the blue mark, which sits on the right in the center. Field 3 receives the page frame with orange. The mark sits above. Field 4 contains the page frame with the Tuerkis mark. It must be turned in such a way that the Tuerkis mark sits in the lower left corner. Into the fifth field a page frame without colour belongs. In the lower right corner is a mark, which looks like water. The field 6 contains the page frame with the yellow mark. It is arranged in such a way that the yellow mark is in the lower corner on the right. In field 7 the page frame with a markmark mark, which is turned into the upper right page, belongs parallel to the Tuerkis mark 4. Field. In field 8 the page frame with the green mark sits. The green mark is half covered by a way cross. After the page frames were arranged, lets you the small figure the way run. If the page frames were arranged correctly, sounded with each run colour (lila one, blue, tuerkis, green, yellow, orange, red) a tone and a further part of the bridge one builds, i.e. the rainbow down on the right develops. If you loosened the mystery, you can use the boat. You go first on the large island, which is situated directly opposite your landing place. When searching the soil you will find an asterisk. Search thereupon after further 6 asterisks (see note on the pyramid). I cannot supply a way specification. You should not give the search up simply. On detours (you go with the boat straightforward, make then a turn toward mushrooms. These past the way leads past further straightforward, by the red blattpflanzen through then on the right a thing with red points) arrives you at a freely which is situated stone with 18 holes, the asterisk mystery. If you remember the note to pyramid 1, you should be able to arrange the asterisks correctly (i.e. the large cars to copy). If you not must check again on the second pyramid. Not far far away from it is a statue, into which you can insert the Obsidianstein, which you took above on the second pyramid out of a statue. You should not try it however yet. Keep your stone. You discover a statue with the image of the jaguar God, at which a stone is likewise missing, which you must only still procure. You go back to the river and drive back to the bat God on the other page of the flat steel bar you indicate to him the fact that you found the jaguar God but not with him to talk can. It requires you on with Chac, the frog, to talk. You mount again the boat and drive the river to the left down there. With the third stop of the boat you look the bushes up on the left side off and find an input, which leads you to Chac. Unfortunately it does not talk with you. You return again to the bat God and ask him to Chac. You receive the advice to give to eat the frog. It eats insects. You mount your boat again and drive the river again to the left down. With 5. Stop of the boat finds a possibility on the right page of entering the jungle. You arrive at a spider network, in whose center a spider squats. If you go toward the spider (on the spider 1-2x click), you detect insects in the center. Unfortunately it carries you again and again on the soil, without you can arrive at the insects. Your way leads you back into the boat and to the bat God, which you ask for assistance. You experience the fact that the spider guards its network and to their treasures does not leave human natures. It has also still children! Since you can align first nothing further in the jungle, you return to the Mayawelt with the pyramids. Click the bat God 2x on and it returns you to the Priesterin. You report it of everything that you experienced and she asks for the still unresolved functions out. It gives you further assistance to the second Obsidianstein. Also over Chac and the spider you experience something. You go only again into the second pyramid, in order to loosen the mystery of the jaguar God. The number of the bat is 3. Each ball in the lower field counts 1. Each staff counts 5. The note of the priest: The number of the jaguar God is times-taken those to the bat with itself, results in thus 9. You sets in the lower field down one staff (= 5) and over it 5 balls (= 4). After the balls and the staff were arranged correctly, the priest the stairs lets you descend. Here you find a further priest, again before stairs. This gives you the note: The number of the Jaguar with itself times, results in those the queue. The multiplication 9 x 9 results in 81. You continue to move and find a new hinweistafel to the individual fields of the mystery with the balls and staffs. In the lower field the ball 1, the staff 5 counts, in the second field counts the ball 20. In the third field the ball 400 counts, thus a staff 2000. You find a board with four fields again. You sets 1 ball in the lowest field (= 1); in the second field then 4 balls (4x20) results in together 81. You talk with the priest at the stairs and he let you again now further go downward. You follow the course and before a door find you on the left side a switch and you can the space enter. In the center of the space with the crocodile is a further mystery. If you look around, if you are before the crocodile, you can see a fourth hinweistafel. You continue to continue the multiplication begun above. The number of the queue multiplied by itself results in the number of the crocodile. 81 x 81 = 6561. In the lowest field 1 ball (= 1), in the second field 1 staff and 3 balls (= 160), in the third field with the thousand-ore awls 3 staebchen and 1 ball (= 6000 + 400) results in together 6561. The crocodile opens its muzzle and you can from it the second Obsidianstein take. If you take the stone, the door slams shut the output. On the other page you discover two recesses, into which you can insert both Obsidiansteine. Down a gap opens, by which you can out-creep. You must however before take the stones from the wall and leave only then the space. With the two stones you return to the Priesterin to pyramid 1 and talk again about everything with it. If you should not have loosened the asterisk mystery yet, regard ' to you again the note above on the second pyramid. Subsequently, you click in the space of the Priesterin on the statue of the bat God at the right page and you are again in the jungle. You drive with the boat again to the large island directly opposite the landing place and look the statues up, into which the stones must be inserted (at the anchorage you turn and turn to the right on the pointed towers in the foreground. You go at the outside edge of the island along - the river is on your right page - up to the asterisk mystery and the statues.) If necessary you should now - if you did not do it yet - the asterisk mystery to solve and the asterisks on the stone to correctly arrange. After you positioned both stones correctly in the statues, you can speak with the jaguar God. You tell it of your king and its problems, ask him then for a discussion with its brother Quetzalcoatl, pinnated queue. It points you thereupon that its brother is weak and cannot not help. You persist however in a discussion. The column turns and pinnated queue appears. Also you report to it of the problems of your people. It promises to give you the Chulel require however the heads, which must have been hidden by its brother. You promise to procure the heads. To the parting you receive a feather/spring (green page). Since you do not know, what you are to do, you go you again to the spiders (river downward to the left, with 5. Stop of the boat). You climb the left tree and regard the network with the spider exactly. You must the spider with the help of the hole in the network and the feather/spring pinnated queue to out-cheat. Go the outside edge along up to the hole in the network. Go toward the spider, lure it with the green page (feather/spring), send it to you, go then at the outside edge along to the right at the hole past and directly toward the insects. To seizing the crawler-type vehicle you continue to go immediately straight ahead and branch downward. Store the play. You climb again on the left tree. Now are two spiders on the network. You lure the one spider again with the feather/spring left beside the hole, go then the outside edge along to the right, until the second spider follows you. With the second spider in the back it goes once approximately at the hole, then past directly toward the insects. You seize the grasshopper and go straightforward further with a branch downward. Store your play again. You go again the way the tree up and meet now the spider nut/mother. Still you should use the trick with the network. You can put the page on the right from you on the network. Then you go past to the left at the hole toward the spider. It comes to meet you. You decrease/go back immediately again and seize the article on the right in front from you (a sword). With this sword you hit 1-2x the spider; then again the heads run for the center of the hole and seize; straightforward further and downward. A further impact with the sword - and I was down- pushed by the spider and had to again try it. the play is important after each paragraph (spider 1 - 2 spiders - 3. To store spider), since one must start otherwise again from the beginning. According to the predicate of the bat God the frog Chac must be fed. With the insects just ergaunerten and the heads you enter the boat again and drive back to Chac. You feed it with the crawler-type vehicle and he give you tap: The jaguar God hears on the call of the asterisks. The grasshopper brings a further taps to day: Do the smoking mirror and its mirror have feet? Since you already loosened both mysteries, Chacs advice brings you nothing more. You turn back to the large island opposite the landing place and bring Quetzalcoatl, pinnated queue, the heads. As return you receive its Chulel. You turn back to the king, who is to predicate of the Priesterin still more badly, and present to him the Chulel pinnated queue. The king requires for his sword, in order to fight its enemies. The councellor comes with the message that the enemy, king Xul toist and withdrew themselves its army after Calco. Also corn is again healthy. As thanks for the rescue of the king and the people you receive a further stone from the Priesterin. The shadow of death twisted itself also here. Intermediate sequence: in the boat. You talk again with the Schamanen and insert then a third stone into the map of the world. This time the way leads you to China. You take over the role doctor of the Wei, which is to lead the registerregister register in the office for district of Liyang. In the monastery forecourt you meet the master pointing the way on Wu Tai.Shih. It indicates that your further way is blocked by a shadow, that the gate of the monastery to you after outside blocked. You go toward the monastery and go once on the internal course around. You ask the monk, which meets and experiences you that all monks left the monastery and the Exorzisten followed. Since then a strange asterisk in the sky is, the monastery by spirit is constantly afflicted, which the monks are helplessly delivered. On the shadow, which blocks the monastery gate, addressed, he reports that probably all monastery passengers verdursten become, if the shadow does not disappear, since the well is outside of the monastery. Subsequently, you enter the monastery and turn to the left, where you meet the monastery abbott. You address it on everything. You experience that only master Tan Yan can help. It left the monastery before three hundred seventeen years and attained the Unsterblichkeit. You would like to know, how one arrives at him. The abbott reports that many tried in the course of the centuries at him to arrive that however none returned. Since all monks up to two, to which the abbott does not think capable of this function, are on the way, you are to try to arrive at master Tan Yan. Tan Yan created a magic path for those, which want to arrive at him. The master pointing the way Wu Tai Shih can help you to find the way. Since this is too old, he would not find the way back any longer, and then there would be none more, which could point the way. You ask the abbott after the shadow. It expresses the assumption that it has to do something with the new asterisk. A heavenly body, the day and night seem, bring the world from the equilibrium. After the discussion with the abbott you go again to the monk, which you found outside on the internal rundgang and for master Tan Yan. does not ask it unfortunately experiences you anything new. Thus you ask again the old man in the forecourt (Wu Tai Shih, the master pointing the way). You report to it of your discussion with the abbott and ask for master Tan Yan. he acknowledged the fact that he can help you and asks you to come into the turtle hall. Thus you go again into the monastery. This mark go you straightforward. In the space left you find a monk, which gives strange messages of itself, and unfortunately also not continues to help to you. On the right page - in the door is a red square meet you again on the master pointing the way Wu Tai Shih. In the center of the space you see a basin with something, which looks like water. From the door you continue to go straightforward up to the window, then on the corner of the squares toward the soil. Diagonally from you the master pointing the way is in the other corner. You go a step toward him and address him. It gives you a turtle and a framework. You ask it for the ritual. He says that only the directions must be determined, so that you can travel to the house of the tiger. You sets the turtle on the water in the center of the space. Then you stop the outside ring with the four symbols correctly. You click on one of tsymbols and can detect all four (river, pagode, level and mountain) then largely. You should note the colours of the individual symbols (river knows / pagode red / level green / mountain yellow). Subsequently, turn the outside set in such a way that the symbol with the mountain above is and points to the wall, at which the master pointing the way is. You go back to the window (door/window a line) and begin your way on the hitting a corner square, diagonally to the master. Address the master pointing the way. You say to him that you are ready to begin the journey. You follow then exactly the statements of the master (in each case a step!!). Go first straightforward toward mountain (on the wall with the master too). Go then to the right (direction pagode), then again to the right (direction level), thereupon to the left (direction pagode), then again to the left (direction mountain), afterwards again to the left (direction river); (direction mountain) and you see locking again to the right on the wall with the master. You go finally once in the set. Then, and you the kite gate occurred still two steps on the wall too, which opens. Search in the following space of everything off. In a crate you find an article, with which you can ignite the Raeucherkerzen on the right. You place yourself in such a way the fact that you see toward pond and catches then with the Raeucherstaebchen, left behind you is on (the sequence: red, green, lila, knows). You drive away in the clockwise direction and ignite in sequence all Raeucherstaebchen. Subsequently, you can enter the field before you, on whom individual figures are. You shrink and continue toward lake. You leaves the space and arrives after outside to before a bridge, which must be still built. Left of you you detect a device with several wooden switches. On the soil you collect 5 figures and a purse in. With these articles you turn back into the kite space. The figures must be located on the soil with the figures correctly. Into the center the purse belongs. You make yourself again large and set then the figures on the soil to the correct workstation. If you know the figures and the purse correctly arranged, you can speak with the figures. You make yourself again small and talk with them. They require cash. You give a coin from your purse to each figure and receive as return for it a coin. Subsequently, 5 coins are in your inventory. Coin: creates wood coin: fire bears and by the metal is devoured coin: of the water floods coin: Metal develops and of the wood destroys coin: produces water and becomes from the fire verzehrt with these 5 coins goes you again the bridge and then the device, which you noticed initially. You must build the bridge on the right before you in two sections. You uses the coins from left to the right for the first paragraph in the following order: Coin 4: Metal develops and of the wood destroys coin 5: produces water and becomes from the fire verzehrt. Coin 1: creates wood coin 2: fire bears and by the metal is devoured coin 3: flooded by the water are correctly arranged the coins, the first part of the bridge develops. Then exchanges you for the second section the coins. Of on the left of the to the right following order: Coin 1: creates wood coin 3: of the water floods coin 5: produces water and becomes from the fire verzehrt coin 2: fire bears and by the metal is devoured. Coin 4: Metal develops and by the wood is destroyed. After the successful building of the bridge, you enter these and go up to the golden gate at the gate continue to direct you the arrow toward the fox (in addition on the fox to click) and pass through by the golden kite gate. Outside the flying kite waits for you. In the first space a further puzzle sees at the left wall. By alternating clicking of the individual sections of the cards on the right of or left you must achieve that all 5 items are shifted below upward. After each successful shifting you should store!! The individual items below down upward carried, you can take a white ball to puzzles in the kite haste you on the right page out of a hole. You enter the next space, turn you and see a golden rectangle at the wall with a hole. There you put the even received ball in, and the journey goes loosely. You leaves the kite at the landing strip and goes toward the door before you. You try through too go, are however again removed. Go once on the right around toward a further door and try to enter these. In this instant the Unsterbliche master Tan Yan. appears you reports to him of the problems of the monastery. He explains himself ready to help you if you bring it the mushroom of the Unsterblichkeit. You experience that already many tried did not return, this mushroom to procure, but. It opens the door to the hell for you, which you can enter then again from on the right. At the input a Daemon, which you address on the mushroom of the Unsterblichkeit, expects you. It requires a form of you you understands that you must deliver correctly stamped a form, in order a mushroom to receive. You can a form be given and goes to the inside. You meet there strangely flying around natures. You again ask the Daemon at the door input and experience that these natures were humans, who delivered correctly not stamped forms. You err little and meet further Daemonen, which you cannot achieve partially, because they are on the heading. Everyone of them gives you a stamp on the form. You can achieve the Daemonen, which is on the heading, only if you uses the rotary " roll loading ", which is in some places. Control room with the stamping of your form, until you meet a woman. You address these. It should give you a fan, which displays the exact order of the symbols on the correctly stamped form. If she should not you a fan give and say that you did not save her, you must turn the arrow back to the golden kite gate and into the other direction (instead of arrow on fox arrow on hunters, or in reverse). Go then back into hell and look the girl up again. If it gave you the fan, try to get exactly the indicated stamps, which the fan from on the left of to the right displays, on your form from above downward. You find 6 Daemonen, of which 3 on the heading - these cannot achieve you thus only by revolution revolution: blue-dressed Daemon - you do not receive revolution to marks: yellow-dressed Daemon - you do not receive a queue revolution: lila Daemon - you receive a horse heading a revolution: green-dressed Daemon - you receive a loewenkopf a revolution: red-dressed Daemon - you receive a horse a revolution: lila Daemon - you receive a robbery cat store the play in each case, before you require a stamp. Take the stamped form then immediately into your inventory, otherwise you receive a further stamp. Finally you deliver the correctly stamped form at the input and receive the mushroom of the Unsterblichkeit. You leaves hell and speaks again with master Tan Yan. question him first still after all things, before you present the mushroom to him. After long back and forth he presents a lamp with a queue to you. You uses again the kite. Ball out of the hole (golden rectangle) take and again put in and land behind the golden kite gate. You pass through, over the bridge back into the kite space, by the wall, whose opening closes, by the turtle hall after outside. A film sequence follows, while to which you go with the lamp into the monastery forecourt. The lamp catches on to burn, a queue distance-lights up to it and destroys the shadow. You again defeated the darkness. All already well-known inhabitants appear and master Wu Tao Shih bring to you a further triangular stone, which the girl from hell delivered as thanks for its rescue for you. Intermediate sequence again in the boat speech again with the Schamanen you should have now 3 further stones in the inventory, as well as three stones on the map of the world. Now the individual sections of your journeys must be interconnected still. The crystal ball must be transformed into a crystal. In addition you must visit all travel places again and find the pla, in which the markings on the crystal ball discolour red. Journey first again to Ireland, by clicking on the appropriate stone on the map of the world. Go to the water, steige on your mould and travel to the bird island. There you take the ball to the hand and look the ruin up with the tree, which is left of it, exactly off. You should go a step forward and include a part of the sky. If the markings on the ball discolour red, click with the mouse. You are hurled in the universe. There look up the sun and try it to click, the journey goes then further around the sun and back to the earth. Click on the bright ball and you can then the earth again achieve. Leave Ireland by the crying face in the chapel kapellenvorraum. If you should not be able to click the sun yet, only with your second journey in the universe possible will be. As soon as you returned on the ship, travels you again to China. Go you into the turtle space, directly on the wall too, which you crossed already once; it will open. Go into the kite space direction pond, Mach ' you small and follow the way to the golden gate turn there you to the left and hold themselves the ball in such a way against the sky that the two rock before you are entered with. You are hurled again in the universe. This mark should you the sun to click be able and her orbit. You go back into the monastery forecourt and take the kloeppel, which is on the right page of the large gong (if necessary you must turn a little, thus you him see yourself) impact with the kloeppel on the gong and you turn back on the ship. You go now again after Yukatan, into the Mayawelt. Go there into the direction of the first pyramid (,in that the king is) and place you against the left stairway. Tricks you over, on the right before you you see a temple and the part of a tree (also in the foreground is a temple with building m) search the sky off and the markings on your ball will color itself red. Again you go on the journey around the sun. Back on the ship you must use the ball a last mark. You go the stairs up at deck and turn. You hold the ball against the bug of the ship direction sky. This mark is a little longer the journey. You click on the sun, orbit her, click again on it, further are then hurled and land more deeply in the ALL, click there on a lighting up asterisk, and see then suddenly kristallene sparks flying. You click on the next asterisk and to you again the bright ball see so on and then the earth, to which you return. Back on the ship you speak again with the Schamanen. If you see into your inventory, the ball should have deformed to a crystal. You uses the remaining triangular stones on the map of the world before you. Note you exactly the order, in which you used the six stones, before you on the remaining open place in the center sets and clicks the new crystal. If you made everything correct, the journey brings you after Shambhala. SHAMBHALA You follow the way up to a lake, which you orbit. There you meet the last queen of Atlantis named Rhea. Ask it extensively out and you much new over you and your role in this play will experience. You must unite the light and the darkness. The last fight is approaching close. After you spoke with the queen about everything, leaves you Shambhala over one of the two possible outputs (on the left of clouds or on the right of rock). You are hurled again to different places of your journey and must gather there different articles. Everyone of the places, at which you land, has two outputs, which you should use both in sequence, in order to arrive at all articles. At the conclusion 16 articles should be in your inventory: a stick, a feather/spring (green page), a brush, the lamp with the queue, the silver hand, one of the disks for the bridge construction in China, the fan, the bowl with Chulel, the mushroom of the Unsterblichkeit; the white ball, an asterisk, the Amulett (of Airmid), the grasshopper, the sword, the turtle and the jug. For the last ATS, the journey after Atlantis you must be able to be brought again into the work room of the Irish monastery (some time has me cost). There you must use the asterisk from the jungle with the window left by you and you land in Atlantis (?). you sit in a sea-rose and see before you louder red curtains with the figures of the six stones. Hopefully you noted the order, in which you used the stones on the map of the world in the ship. The curtains must be clicked now exactly in the order, in which they were used into the map of the world by you, successively. You see now a film sequence, how you fly with your boat to Atlantis and sink under water. After long Herumirren on the sea-bottom, you should see stairs, which you climb before you. You go twice to the right, until you find a crystal on a metallic verzierten disk. Your crystal receives a golden ring. Left is a house balustrade, at which you go long. As soon as you see a door before you, there is only few steps up to the target and not far of you sits a tintenfisch, whose Tentakelarme you must cut off. Go with the crystal in the ring on the Tentakel. As soon as the crystal - shaken by current impacts - lights up, click with the mouse several times on the lever of the tintenfisches, until it is separated. Exactly the same proceed with the other levers. The whole affair must take place very fast, otherwise you die, must again begin and find the way to the tintenfisch. Store best, as soon as you found the tintenfisch. After you successfully cut 4 or more Tentakeln off, the darkness was finally defeated by you. You land again on the boat. The Schamane gives you again your crystal. He says to you that the journey is almost completed for origin. Again insert the crystal into the world disk. You are hurled again in the universe. Fly around the sun and again inside. Then you look a lila asterisk up in the ALL and fly inside. The last step on the way in the paradies is a white hole in a red background. You fly directly to the paradies, where you remove enjoy can. Remarks on problems of the play: You can store max. 99 spielstaende, in addition, afterwards the play displays no error message when storing, does not store not. You notice this error only if you try to load a spielstand, because it then at all does not give. It can occur to you thus, which you play already for hours, without one stored. Then nothing different one remains for you to delete than spielstaende of the start in order to free workstation and enter again with the last stored spielstand again.