Catyph: The Kunci Experiment
(Original and Light Editions)
Walkthrough / Hints by Simon Mesnard
We recommend playing the Light Edition due to issues with
the Original Edition.
[Original Edition] Tips for the arcade minigame:
- make sure you play in Easy mode if you find it difficult (you
can set the difficulty on the left)
- the dark meteorites will always go on the left, the bright ones
always on the right...
- you must reach the end of the countdown to validate your points
- to make much more points, play the minigame in Normal mode
instead of Easy
- at the beginning, it is better to only focus on avoiding the
meteorites than trying to collect blue matter: every time you
avoid a meteorite, your score increases. The higher is your score,
the faster it will increase in the end, and the more blue matter
will appear on screen.
- if you exceed 120 000 points (score), you'll reach the Crazy
Score level for a while: there will be so many blue matter balls
on screen that you will easily catch them while avoiding the
meteorites.
- if you like this arcade game, you can try to unlock the hard
version in the bonuses. Using the tips above, it is quite easy:
you'll have to reach a score of 200 000.
My best score is 236 000, can you beat this? :)
[Original Edition] Blue Matter cheat code:
If you need Blue Matter points and don't want to play the arcade
game, you can get points at the blue matter sources... or use this
cheat code:
Anytime in the game, press Backspace (return), and type:
thesequeltoasa
Then press Enter to validate. You'll get 9 points immediately.
Kynan
After the opening movie, go down the large Black Cube where you
landed. Follow the spiral stairs in the rock on the right. Listen
to the transmission from General Lantier when it is available. You
get the Blue Matter System. Read the datalog.
Look at the small striped tower, note the position of the green
stones on its sides. Look at the device near the door and change
the switch depending on the stones you saw before. Stone up,
switch up. This is the final position:
Top: down down up up
Bottom: up down up up
Puch the button near the light bulb. The door opens.
Enter the tower and get the oil can. Go back to the spiral stairs
outside, climb and walk to the dunes on the right to find an oil
pond. Use the empty can on the pond to fill it.
Go back to the stairs, follow the footbridge on the right to reach
a closed gate. Look at the wheel. It's stuck. Add some oil on the
axis, but that is not enough, you need more strength: use the Blue
Matter System on the wheel to turn it. The mechanism rotates and
you can now reach the handle when you stand next to the gate on
the left.
Continue to the ladder and climb until you reach a black surface
at the entrance of the Dome. Use the Blue Matter System on it: it
reveals a pattern that you should note. Next to this door there is
another system of switches but you don't know the code yet.
Go back to the striped tower, look at the book on the left. The
pattern you just found is on that page, with number 19. Look at
the other book on the right view: a sketch shows that the entrance
of the Dome is a kind of box: the black surface you saw earlier.
The pattern at the front of that box is coupled with another
pattern at the back. You need to find the second pattern.
Look at the wooden "balls" near this book. They are made of
several crossed boxes. The outside faces show different patterns,
so when you know one pattern, you can find the one at the opposite
side. The 3 balls are the same in different views, so try to
recreate the perspective in your head to find the good pattern.
When you have it, look at the book on the left: it's pattern
number 5.
You have just found 2 numbers: 19 and 5. That's the code for the
entrance of the dome. In the striped tower, there is a box with
glass balls inside. It is a tool that you can use to convert
decimal numbers to binary. Convert 19 first. To do that, open as
many boxes as needed to see 19 balls. Then count the opened caps:
opened = 1, closed = 0. You find that 19 = 10011 and 5 = 00101.
Go back to the dome. Enter the code: 1 = switch up.
Top: up down down up up
Bottom: down down up down up
A path is revealed, enter the dome!
Dome
You arrive at level 0, and you can climb to level +1 or go down to
level -1. Visit the 3 levels and seek for some spark plugs. There
is one at level 0 near the path to level -1. One stuck in the
right rail leading to level +1. One at the very end of level +1
when you look down. One at level 0 near the central device, on the
floor. And a last one at level -1 near the screen on the left
path.
Go at the center of level -1 and look down: you find a map of
Tytaah that will be very useful.
Now you have to place the plugs in the generator on the right of
level -1. Look at the symbols on the plugs. They should remind you
of an entry in the datalog: the moons of planet Catyph. Try to
make the link between them in order to assign a number to each
plug. The plugs already inserted in the generator can help you
find the good match.
In the generator:
The first plug with a side in the shadows corresponds to moon 8
The next plug is all red and corresponds to moon 1
The plug in the middle is Tytaah, moon 5
The last plug is all dark with a light border, it's moon 4
In your inventory:
The plug with a large brown circle is moon 2
The plug with the smallest grey shape is moon 9
The plug with the largest grey shape is moon 3
The plug with a medium grey shape is moon 7
The plug with a brownish/purple round is moon 6
Placing the plugs in the empty spaces needs to think with the ones
that you can't move. It's a magical square: all the lines, raws
and diagonals, when added, must reach the same sum. In that case
it's 15 (the total number of moons represented in the datalog).
Place the plugs. Use the Blue Matter System on the black surface
of the generator and smile.
The generator is turned on, the screen on the other side turns on
too. Go look at the screen and meet Germinal. Read the new datalog
entries.
You learn that the password of the central pod is his name. Go to
level 0 near the central device, look at the device with letters
and enter GERMINAL. Validate with the switch on the right. The
door of the pod opens: you can visit the other regions of Tytaah.
Enter the pod, look down and take your first Die!
If you pull the lever in the pod now, nothing happens: it is
programmed to take you to region 6, Kynan (where you already are).
You need to change this, so climb to level +1 near the steam
device on the left. Open the hatch on this device to discover
number 6, the number of Kynan. With the rotative lever on the
right, you can add or remove 2 or 3 units to the current number.
Then turn the wheel for your changes to take effect. Open the
hatch to reveal the new region number.
You can look in the kind of telescope near the steam device to
discover the name of the region that you have selected.
1: Palak
2: Vysynia
3: Saad
4: Darnaha
5: Raju
6: Kynan (current position)
Choose one of these regions and go back to the teleport pod to
pull the lever. From now on, you can visit them in any order: each
region is independent and can be finished without completing the
others.
Note: it is possible to skip videos with Escape.
In this walkthrough we will visit the regions in numerical order.
Palak
Leave the pod, look next to the sailplane. Listen to the story of
Lantier and read the datalog. Pull the lever next to the plane.
Get in the plane and take the magnetic card.
Go on the right near the device with a lens. Look inside: you can
see chimneys in the magma. Insert the magnetic card in the device.
Look in the lens again: air streams are now visible. Leave the
magnetic card in the device for the moment, and walk to the other
side of the plane to find a table.
On the table, a red path has appeared thanks to the magnetic card.
This path is defined by the air streams and shows the good path
for the plane to follow in order to arrive to the temple. You have
to turn on and off the yellow circles of the chimneys: the yellow
ones should be along the path, the others should be turned off.
All the chimneys linked with a same color wire will switch
together.
As soon as you have turned on the yellow lights along the path,
and the others off, take back the magnetic card. Insert it on the
table device (the red path has disappeared), then use the switch
on the left (the one on the right is a reset button!). The
magnetic card was updated with the new coordinates. Take it back,
get in the plane and insert the card once and for all. Pull the
main lever, and land before the temple.
In the hall of the temple, take the Black Die. You're now stuck
inside. Visit the temple. From the entrance, take the stairs on
the left. Follow the path, climb the ladder to reach the top
level. Go on the right to look outside, and obtain a map of the
constellations.
In the center of the room, turn on the stars projector. With the
map, you can compare the constellations: find the ones that are
complete. There are only 2. In alphabetical order: Duck 1 and Pan
3, which allows to create number 13. Convert it to binary (easy
with the technique from before): 01101.
Now look at the box on the small table at the end of the room. You
can see 5 switches: change them according to the number you found:
down, up, up, down, up. Push the button to activate the device.
Leave this room, go down the ladder and stairs. Go on the room on
the right from the entrance. You'll see a single lever on a gold
mural. With the box activated before, the cylinder is down and you
can pull the lever (else it's stuck). So pull the lever to release
the lock of the submarine. Before you leave, take the coin on the
floor next to the cylinder.
Get in the submarine. Pull the lever on the right to dive. Here
you need to find a bell clapper on the ground, and bring it back
outside the water. You have the possibility to use the submarine
arms to push buttons. Be careful however and use them wisely: when
you press a button, it will make some noise and disturb the local
monster. After you pressed 3 buttons, the monster will attack you,
and you will have no choice but to go back up to the surface. You
can increase your number of actions by hiding behind metal grids:
even if you have used your 3 actions, if you are behind a grid,
you will be safe.
So the purpose is to find a correct order to push the correct
buttons and stay safe. The main line of actions is, more or less:
place the grids on the right correctly, drop down the propeller,
then move the bucket at the top from the right to the left. Turn
on the propeller to move up the clapper inside the bucket. You
have used all of your actions already and need to hide all the
time now. Move the bucket to the right, then catch the clapper and
leave.
You're outside the submarine with the clapper. Place it inside the
bell in the main room. You have to activate the device under the
bell. Look at the eyes of the statues of the monster on each side
of the bell. On the left: yellow. On the right: blue. Remember
this for the next stage.
Visit the small rooms on each side of the bell. Seek for the
dispenser of "mines" (explosives like in the opening movie).
Insert your coin to get access to a large number of mines
(infinite). They are mines of Yellow Matter: you should place one
of them in the big spherical "safe" in the room on the left
(remember the yellow eye of the monster? Then you must use a
yellow mine here).
Now you need to do the same in the other room but, logically, with
a blue mine. Take another yellow mine. Go see the vice around and
open it. Place the mine inside. Close the vice and tighten the
small wheels. Open the vice again: the mine should be opened. Look
closer: there's a black surface. Use the Blue Matter System to
modify the mine. Close the vice, loosen the wheels, open the
vice... and take your blue mine! Place it in the other "safe"
device.
The device under the bell should now be illuminated with blue and
yellow matters. If you did it correctly, there should be a white
light in the middle, called Resonant or White matter. Ring the
bell: it will activate the White matter. Since you're standing on
another black surface on the floor, you will be teleported outside
the temple. Take the transmission from Germinal, and read the
datalog. You can leave Palak and go back to the Dome to choose
another destination.
Vysynia
Leave the transport pod, notice the position of the Die and walk
until the small spherical building straight ahead. Listen to the
transmission of Lantier. Read the datalog.
Get out of the sphere building and take the path on the left until
you reach a cave. Before you enter, look on the right where a kind
of vacuum emerges from the snow. Use the Blue Matter System on the
snow around to create a snowfall.
Enter the cave, look on your left, twice: you should find 2
levers. Continue until the final room with several devices.
There's a kind of fridge in the middle: look at the hatch above it
and open it to release the snow that you've just gathered in the
vacuum. Pull the handle of the fridge to ignite it.
NB: on the left of the fridge, there are 2 other levers (total 4).
Now look at the kind of press on the right of the fridge. There
are 2 gauges. One of them is about temperature and the other one
about steam pressure. The temperature should be in the green area
already, since the fridge was turned on. You have to find the good
pressure now: it requires to play with the 4 levers found before.
There's no special tip about them, you have to find the good
combination on your own. It's quite easy: one of the levers next
to the fridge is broken and doesn't change the pressure at all, so
you have only 3 levers to play with. Try to change them until the
gauge is in the green. One of the levers adds 1 unit of pressure,
another one adds 2 units and the last one 3 units. You can check
the result every time on the press.
When the 2 gauges are green, use the Blue Matter System on the
black surface to activate it. Go see the result inside the press.
If you didn't place any of the metal shapes in the press, you'll
obtain an ice plate. Else you can obtain 3 other objects made of
ice: in total, you should get 4 ice items in your inventory (one
of them will never be used).
Take the ice objects into the shelter outside (it looks like a
kind of bunker). Look around, there's a door leading to another
room, but it's too dark. To turn on the light, you must use the 4
levers in the main room. You can try to find the solution by luck,
but there's an easier way: place the ice plate on the left: it
will work as a mirror and will reflect the door thanks to the
other mirrors in the room. Now you can see when the light is
turned on! Try to find the good combination of levers
methodically, that shouldn't be very difficult.
Visit the new room, look at the black boards: the symbols will be
useful. Write down the letters and their equivalent in the other
language.
Leave the bunker, go back to the spherical building where you
found Lantier earlier. Look at the item on the floor, which is
linked to a tablet pc. Use the tablet: choose to open the item.
Look at the item, and change the position of the small blocks: you
must place them in order to reproduce, when the item is closed, a
tesseract cube. A tesseract is often represented by a small cube
in a larger cube, like you saw on one of the black boards. Try to
reproduce this figure, close the item to check the result. If it
is good, the tablet will change of screen.
On the next screen you have to choose a destination for somewhere.
You should understand here that there is a link with the huge
building outside with a hole at the middle.
You don't know your destination yet, but there is only one
available: the others will lead to an error message if you choose
them. So the good destination is Izva.
The next screen asks you to confirm the destination. You must
enter the translation of IZVA in the other language that you found
in the bunker. Despite the display issues of the system, you
should be able to find quite easily the correct symbols. Click on
the 4 symbols and see if it works. The item should be updated, and
you should be able to take it.
Bring the item outside, in the wall of the spherical building
where you were (there's a path on your right near the entrance).
Insert the item, click again to rotate it until it's completely
inserted. Get back inside the sphere and look at the electric
board on the right: the yellow light should be turned on. All you
have to do is turn on the blue light with the Blue Matter System.
It will open a path in the huge building outside, like a kind of
stargate.
Climb the ladder, enter the gate and travel to... Izva. Your moves
will be limited to a single house though. There's a chest/safe
somewhere, but it's closed. Look at the metallic balls until you
find the one that can be opened. Use the ice wrench on it to
discover a small puzzle. It's very easy, you have to place the
blue lights inside the green square area. Push the red button in
the middle to open the sphere and take the key. Open the chest,
take the scope, and use it on the window. You'll see a stone with
engraved instructions. There is no need to translate everything:
the most important is to understand that:
the characters found in the bunker correspond to letters, but also
to numbers
a number higher than 9 can be lowered by adding its two digits
(example 12 = 1+2 = 3)
Keep that in mind to enter the final code.
Look at the minigame with cards. It can seem useless, but there is
something important to do: play several times until you know how
to sort the cards from the weaker to the stronger one. The order
is:
insect < die < press < huge building < snowman
Leave Izva, go back to Vysynia and seek for an equivalent of these
cards in the real world. Near each of them, you will find a symbol
to translate.
The insect is in the bunker. You'll find the symbol in the white
chalks (number 21)
The die is in the bunker too. The symbol translates as 19.
The press is in the cave: the symbol is given by one of the ice
shapes in your inventory (number 10)
The huge building is outside. The symbol is the hole, so it's
number 1.
Finally find the snowman in a separate path near the Die. The
symbol is in the shadows of the wooden sticks and it's number 24.
Remember that numbers higher than 9 can be reduced by adding their
digits. You currently found:
21, 19, 10, 1 and 24
Which gives: 3, 10, 1, 1, 6, where 10 is reduced again, so:
3, 1, 1, 1, 6
Enter the code, take the Die, watch Germinal on the screen, and
read the datalog. You have finished here!
Saad
Leave the pod, accept the transmission from Terra, read the
datalog. Follow the main path and go down the stairs. In the
crater, turn around the meteorite on the right. Take the path of
the small greenhouse, where you will see the Die. Look at the
table on the left, look at the bag of red seeds and take some in
your inventory. Leave the greenhouse.
Follow the path around the meteorite until you find the entrance
of a wood, and a tunnel. Go through, visit the woods and stop on
the bridge. Look on the right to see some frogs. Look at the
opposite side and throw some of your seeds. The frogs will turn on
some lights for you. Save them for later: red, blue, yellow,
white, green.
Continue your visit of the woods, stop near the wooden mechanism
near the frog totem. It is made of 5 boxes with levers and wheels.
Activate them according to the number of stripes:
1 – push the button
2 – turn the front wheel
3 – pull the lever (it will do it 3 times automatically)
4 – turn the side wheel (it will do it twice)
5 – push the button again
You will have to reproduce this sequence.
Leave the woods, search for the small entrance inside the
meteorite. Get closer to the device, which also shows some
buttons, levers and wheels. Use what you learn in the woods on
this machine:
push the red button
turn the small front wheel
pull the lever 3 times
turn the large side wheel twice
push the red button again
A laser will turn on.
With this device activated, you can now travel through time! Climb
the pyramid in the meteorite, look on your right to travel to the
future of region Saad. You arrive by night, the plants have grown
and have covered the whole crater. Simply seek for insects and
other creatures around there. You can find:
a red dragonfly
a blue scarab
a yellow ladybug
a white snake
a green firefly
You can see that they have the colors that you found earlier
thanks to the frogs.
Go back to the present with the only path available. Then go to
the past. Outside the meteorite, there were almost no plants at
that time. You can see a system of pipelines made to water the
soil. There is a top view on a tablet near the entrance of the
meteorite. It shows the whole pipeline and the place of some
levers. Write it.
If you walk around the meteorite, you can find a lantern near a
stone on the floor. If you look closer, you will find a place
where the water pours from the pipeline. Some grass has started to
grow here. If you don't stop the water from spreading on the
grass, the grass will grow a lot in the coming years. The result
is that, in then present, the grown grass hide a stone with some
important information. So the idea is to prevent it from growing
in the past, which will change the events and you will be able to
see the stone in the present.
So to stop the water from pouring, you must turn the levers
according to the top view of the pipeline. From the top view:
the lever on the left must be horizontal
the lever at the top must be vertical
on the right, lever close to the meteorite must be horizontal
the lever which is the most on the right must be vertical
You can go check if the water has stopped near the grass.
Go back to the present. Go seek for the stone, which is now
visible. It shows the local ecosystem: the snake eats the frogs,
etc.
You must now make the link between all the information you have
gathered in Saad:
the colored lights in the woods
the colored insects and snake
the stone
The colored lights (red, blue, yellow, white, green) give you the
correct order to sort the insects and snake:
1 – red – dragonfly
2 – blue – scarab
3 – yellow – ladybug
4 – white – snake
5 – green – firefly
The stone gives a position to each of these creatures according to
their place in the local ecosystem:
Snake is 1st
Scarab is 3rd
Fragonfly is 4th
Firefly is 5th
Ladybug is 6th
Finally if you link the order and the position, you obtain:
1 - 4th
2 - 3rd
3 - 6th
4 - 1st
5 - 5th
Which is the code to open the Die device: 4, 3, 6, 1, 5.
Take the Die, watch Germinal on the screen, read the datalog, and
leave Saad!
Darnaha
Leave the pod and walk straight away until the panoramic view.
Take the transmission from Lantier and read the datalog. Go to the
small temple, enter the main room and look at the board in the
middle. It changes all the time: click several times quickly and
randomly with your mouse until you luckily hit the black surface.
The animation will slow down: click again on the black surface,
then again. The animation will stop: look closer at the black
surface and use the Blue Matter System on it. You are teleported
inside a painting.
This is a painting of region Darnaha in the past, with the local
ecosystem. Follow the main path until you go down a ladder and
find a cow. Remember its colors: grey and purple.
Continue until there is a cave on your right, where you can find a
painted key. Take it.
Continue and you will find a chest on the right: it's closed for
now.
Follow the other way and you will reach the small temple. There is
a lion before it. Remember its hair colors: a kind of dark pink
and yellow.
Look behind you 180°, you will see a strange plant with red
flowers. You can see 5 red flowers, save this information for
later.
Continue along the path and use the horn to call some kind of
hamsters. Use the horn several times: the hamsters will take a
different position (randomly). Find the position in "square", and
write it down.
Continue until you can use the giant key at the end of the path.
It will create another black surface where you can enter. There's
a black screen, and the hero says that there is no light: you'll
need some light. Then it will take you back to the temple in real
life.
Leave the temple, and look around for the first aid box. You need
to enter a code: use your writings about the hamsters in "square"
position. In the box you will find a 8x5 table with several
colored DNA information for different species of animals that used
to live in Darnaha in the past. You already have the colors of a
cow and a lion. You need the others. Near the pod there was a horn
with another path: it leads to small cabins and you can understand
now that it used to be the home of the hamsters. On one of these
cabins you can see a bottle with a glass ball: it contains 2
colored stripes, red and blue. You now know the colors that
symbolize the DNA of the hamsters. The other species to be found
were painted in the small temple. Next to the cow, lion and
hamster, you can see a bird and a fish.
Next to the first aid box, there is a pond with clear water. If
you seek around, you should find another transparent ball with two
colors: clear green and pink. Because it is floating on the water,
you can deduce that they are the colors of the fish.
Continue on the main path from the panoramic view of the temple.
Walk on the right at the crossroads and you will soon find a cave
on your left. Enter the cave where you find a place where there
used to be birds. One of the pillars - on the left – is terminated
with a white cube, and inside you can find 2 shapes of colored
glass: white and cyan. They're the last DNA colors, for the bird.
Before you leave, look at the panel with some arrows on a paper.
These studies of birds trajectories will be useful, so write down
the directions.
The arrows turn right, left, right, left, left, right. Save it for
later.
Continue along the path. You will go through a metal gate: you are
entering what used to be a field for the cows. Climb the ladder
(you are following the same path than in the painting, but in the
opposite way). Soon you will see a panel on the left with a thick
copper wire. Behind it you have a view on the islands of Darnaha,
and a lighthouse on the left.
Look closer at the wire: there's a wooden box but it's locked.
Go back to the temple (you can take a shortcut with a ladder at
the end of the main path, or go back on your steps). Enter the
painting and follow the path until the chest on the right. Now you
can open it: according to the symbols, there is a link with the
birds, and so you can use the trajectories found before (right,
left, right, left, left, right), which give you the good order to
press the 2 buttons. Take the key in the chest and leave the
painting already.
You can now open the wooden box near the copper wire panel. Take
the stick inside: it's an minigame where you must lead the stick
to the other side, without touching the copper. This puzzle is
different in the Original Edition and the Light Edition:
[Original Edition]
You have to lead the stick in a limited amount of time: when you
start, there are 7 red lights that are turned on. Every 4 seconds,
one light will turn off. Happily, when you progress within the
copper wire, you will have the opportunity to turn on 1 light,
every time you go through a red area. In the end, you need to have
exactly 5 lights turned on: it's the same than the number of red
flowers in the painting (this plant has the same shape than the
copper wire).
When you succeed to finish this game with 5 lights, it will turn
on the lighthouse on the other island.
[Light Edition]
After you completed the wire path with the stick, a new panel
appears with 5 red lights that you can turn on or off. They are
linked together with white lines representing the lighthouse of
Darnaha, and they are also linked with a darker curved line. You
can find a similar shape to this dark line somewhere else in
Darnaha: visit again the "painting" inside the temple, and look
for a kind of vegetation near the lion. Look closely at this
plant: the stem has a curved shape similar to the illustration of
the panel, and more important, it has several red flowers on it.
Copy the position of the red flowers and the dark flowers, and
enter these positions by turning on or off the red lights on the
panel of the wire puzzle according to what you just found. Confirm
the input and it should turn on the lighthouse.
With the lighthouse ready, go back into the painting. Go to the
very end and enter the black surface. Now you have some light to
guide you: follow the new path and you will find another chest.
Take the transparent grid inside and leave the painting once and
for all.
You have to use the transparent grid at the 5 places where there
used to be some animals in the past. At each correct place where
to use this item, you should find a small grid symbol engraved or
written. To use the transparent grid item, you must double-click
on it.
These are the good places where to use it:
Near the cabin of the hamsters, there is a paper with the sketch
of a grid.
Next to the temple, there is a huge bone with a grid at the top.
Near the first aid box, there is an access to the pond with a
small grid engraved in the rock.
In the cave of the birds, you can see a small grid on the walls.
In the field of the cows, if you look behind you, there is a tree.
The grid is engraved on the bark.
Every time you use the grid here, you must click at the exact
position of the DNA of the good species. For example, we found
earlier that the hamsters have the red and blue DNA. According to
the DNA table in the first aid box, it is in the first raw and in
the first column, that is to say position 1 – 1. So when you
display the transparent grid for the hamsters, you have to click
in the grid in the very first box of the table at position 1 – 1.
This is the complete list of positions where to click:
Hamsters: raw 1, column 1
Fish: raw 3, column 4
Lion: raw 4, column 3
Bird: raw 5, column 6
Cow: raw 2, column 7
Every time you find the good position, you will discover a secret
path with a hidden hole in the rocks. Open them all to gather a
device and 4 buttons, that you can combine in your inventory to
complete a control remote.
Take this remote, go near the tesseract device (the kind of wire
cube of metal). Start the rotation of the tesseract cube with the
remote (simply drag and drop the remote control on the tesseract
to display it). When it is rotating, find the button to display
the faces of the cube. It is a distortion of reality. Stop the
rotation with the faces visible. Hide the control remote and look
around the tesseract until you find an access to the Die device.
Enter the tesseract cube, you need to enter the code. The keyboard
doesn't show numbers but animals. You can easily find the animals
from before, you just need the good order. Since we found 5
animals on the island, and that the DNA table has 5 raws, you can
assume that the position of the DNA gives the solution. There was
the answer above:
raw 1 Hamsters
raw 3 Fish
raw 4 Lion
raw 5 Bird
raw 2 Cow
Which gives, in the end, the keys that you have to press:
1 Hamster
2 Cow
3 Fish
4 Lion
5 Bird
Take the Die, watch Germinal on the screen, read the datalog.
Congrats! You have finished Darnaha.
Raju
Outside the pod you have 2 possible paths. Listen to Lantier. You
should also unlock Forte at that stage of the game (if you
followed the same order to visit the regions, else you will see
him later), so watch the rebroadcast and read the datalog. Then go
on your right. There is a hole in the ground. Ignore the warning
of MAIDEN and jump inside. In the room, look at the Cube in the
middle. Zoom on the left to see red and black plugs. Note that the
red jack is plugged in a black hole and vice-versa. Next to the
plugs, there is a yellow symbol of square.
Go see the device on the left. On the very left you can plug it on
the wall: it will turn on the screen. Go check closer and play
with the various buttons. Whatever you try, it won't work if you
don't plug the red and black plugs at the front. As you could see
before, they have to be inverted, so place the black plug on the
red hole and vice versa. Now on the screen you have to reproduce
the yellow square from before. The buttons are separated into 2
channels. When channel 1 is selected, only the buttons at the
bottom will work. When channel 2 is selected, only the buttons at
the top will work. Change the vertical and horizontal frequencies
for both channels until you recreated the square symbol. The Cube
will be activated.
Before you leave the room through the teleporter, take the
screwdriver on the very right. Then take the teleporter and you
will be sent into a wood cabin. In front of you there is the
device with the Die, but as usual you need a password. Leave the
cabin with the platform on rails. Cross the temple. You can check
the black stone in the middle: it used to be all black, but since
we turned on the Cube, it shows some alien writings. Impossible to
understand now. Go back near the teleport pod, continue towards
the giant head in the rock, and look on the right to discover a
small metallic object: it's the copper-2 probe that was sent by
Terra several years before. With the help of the screwdriver, open
the caps. Take the electronic card, and read the paper about
resistor values. Try to figure out the corresponding number for
each color. As soon as you understand that the space between the
letters is a multiplication, it becomes quite easy.
For example, RG B = 35 stands for RG x B = 35
Find the values for Red Green Blue Yellow and Cyan. You should
find:
R = 3
G = 5
B = 1
Y = 10
C = 2
Which you can verify easily.
RG x B = 35 gives 35 x 1 = 35
Good!
Go back to the wood cabin. Look at the panel on the right of the
teleporter, on the wall. Open the hatch to discover 2 big
resistors. One is broken. Remove it, and place the electronic card
found in Copper-2. Zoom on it.
The symbol on the left says that you need a resistor value of 498
if you want to visit the rusty spaceship outside. The card of
Copper-2 doesn't have such a value, but you can update it. The
first thing to do is calculate the value of each resistor on the
card. With the color code found before it should be easy.
R1 = 35
R2 = 130
R3 = 210
R4 = 1350
R5 = 253
You need a total of 498. You can obtain it with R1 + R3 + R5. All
you have to do is guide the electricity in these resistors between
the red and black plugs. You must use the small black switches for
that: when there is a white dot, the electricity goes through,
else it is stopped.
Start with the switches on each side of the resistors. The two
ones of R1 should both be ON, the ones of R2 should be OFF, R3 ON,
R4 OFF and R5 ON.
The 3 switches on the line at the top, after the red plug, should
be set to ON, OFF, ON.
The 2 switches on the line under the resistors should be placed to
ON, OFF.
The switch on the very right should be OFF.
The last switch at the bottom is OFF.
Look at the other device near the teleporter, with a rotative
switch. Turn it to the bottom, toward the symbol of the spaceship.
Take the teleporter, and you will arrive inside the ship.
Visit the spaceship. You can find 4 panels hidden here and there.
The last one is behind a hatch: you have to rotate a wheel to
reveal it. When you have them all, try to understand their
meaning. They show several lines that are crossed to reproduce
different kinds of squared shapes. The purpose is to learn you how
to multiply 2 numbers and find the result, without using our usual
numbers.
Each part of the squares is important. The horizontal lines should
give you a 2 digits number. The vertical lines should also give
you a 2 digits number. The intersections of all these lines will
give the result of their multiplication. Number 1 x Number 2 =
Intersections.
Study the panels until you understand exactly how it works.
Then go near the closed door and look at the right: there's a
tablet on the old rusty mechanism. The tablet will help you hack
the lock, and you need to reprogram it.
Firstly, try to translate the squared symbol of the lock into
numbers. If you understood the previous explanations, you should
find 41x35 = 1435 (that's what the symbol means, and it is true if
you check the result of 41x35).
Now you must enter this operation on the tablet:
choose component 41 in the list
choose "door" x (multiplication)
choose component 35
ignore the "doors" and select the "=" key
and the tricky part. See next.
For the final reprogramming, you must enter 1435 (since we have
already entered 41 x 35 =).
As you can see, you must enter a binary information. However,
converting 1435 into binary gives a very different result. The
good idea is to translate separately each digit into binary.
1 = 001
4 = 100
3 = 011
5 = 101
Choose the corresponding key, that is to say 1 100 11 101 (bottom
left).
The door opens.
Visit the strange pink room. Take the book, Introduction to the OT
language. Yes you will have to use it to translate the texts of
the stone. Leave the ship and head to the temple.
The black stone, or OT stone, has 6 main faces. The front face
shows an explanation about this stone. It's a kind of bottle
thrown at the sea by the OT people. There's nothing important on
this face.
Try to read/translate the main ideas on the other faces. You don't
have to do a perfect translation: you only need the most important
ideas.
One of the faces say that, if you press 3 times the symbol of your
planet, then a small ball will appear at the top of the OT stone.
To find the symbol of your planet, look at the face at the back
(kind of ladder). You will see several symbols of planets. Find
the one of Catyph: according to the datalog, Catyph is often
symbolized by a Y. It is on the bottom left. Click 3 times on it
(slowly or you may make a mistake). Then take the ladder to climb
on the OT stone, and take the small OT ball.
Before you leave, there is another important information on the OT
stone. One of the faces say that you'll have to do something with
the small ball. It says:
press 3 times on triangle
press 2 times on square
press 1 time on triangle
Save it for later.
The rest of the writings tell of the History of the people of OT,
who left their planet with this spaceship after a catastrophe has
occurred. It is question of toxic gaz and the death of their
fellows.
Bring the small OT ball near the giant face in the rock. There is
a pedestal for it, so place it inside. Zoom on the ball to
discover several buttons with different shapes. You already guess
the next step: press 3 times on triangle, 2 times on square and 1
time on triangle again.
That will turn on the OT ball.
The OT stone said somewhere to climb to a high place and watch at
the sky. Take the stairs next to the statue, it is the highest
place in Raju.
Look at the sky to discover the symbols of the moons of planet OT.
Copy the symbols.
Go back to the wood cabin, enter the symbols on the keyboard. Take
the Die, watch Germinal and read the datalog. Phew! You have
accomplished your main mission! (if you only have 5 Die, you might
have forgotten the one in the Dome, inside the transport pod)
White Tower
You're in the Dome with the 6 Die. Go through the small corridor
that leads outside. There's a puzzle with yellow and red boxes,
drag and drop the Die item from the inventory. You have to find
the good place for each of them. The only tip is the small panel
above, showing Catyph with number 6 (the number of Die required).
If you read the datalog, 6 is also the symbolic number of the
planet, such as letter Y. You also saw on Raju that Catyph was
symbolized on the OT stone with the Y letter. This is the clue:
place the 6 Die in order to form a Y letter. The large Black Cube
outside will be activated.
Leave the Dome for Kynan, and go onto the Cube where you landed at
the beginning of the game. Here 2 different things can happen:
if you have seen all the transmissions from Lantier and Germinal
(including Forte), you will be teleported at the White Tower of
Kynan to continue the adventure.
if you missed a part of the story, you will see the alternate
ending.
You can easily know if that part of the story is complete or not:
open the worldmap, where all the icons should have a green mark.
If you are teleported to the White Tower, follow the way to the
door. Open the door, enter, and turn 180°. Close the door, turn
180° again: you are now in a strange place with crossroads. There
are 3 stairs to climb, some paths will take you back to the
beginning, others will allow you to continue. It's up to you to
find the only way to the top of the tower.
The good path is, at the crossroads:
straight ahead
right
left
When you reach the final teleporter, you are sent in front of
Germinal. Listen to his last explanation. At some point you will
have a choice:
take the Cube and continue the quest
refuse the Cube, leave through the door behind, and see the
alternate ending
The alternate ending is the "Game Over" in the Bonus Menu, so
you'll have to see it if you it to be unlocked. For now we will
choose to take the Cube and continue.
After the final words of Germinal, you are sent to the nucleus of
Catyph to save the whole solar system of Boh (and Terra).
Catyph
When you arrive on Catyph, you're in the room of the opening
movie: it's the heart of the Kunci. Read the datalog.
Take the path behind the representation of Catyph. Push the button
to open the grid and have a look at the seat. It doesn't work for
now so go back. At the back of the representation of Catyph, in
the shadows, there is a square symbol like the ones of the
spaceship in Raju. Copy it and remember its color (a kind of
greyish green). Let's call it the "green square".
Leave the corridor and walk toward the Cube visible on the floor.
Use the Cube in your inventory on it. It will open a secret door.
It leads outside of the nucleus of Catyph, in a violent storm. You
have 3 possible ways. Try them all.
Behind the grinder, you can find a pickaxe on a table. Take it.
There's also a switch on the floor. Turn it.
Find the place with a lot of red crystals. Use the pickaxe on them
to take a fragment. Bring them to the grinder and put the raw
fragment in the hole at the top. Start the grinder with the button
on the right of the screen. You obtain a red crystal similar to
the one at the pyramid of Saad.
Go at the modified reactor from your spaceship. Go down the ladder
and place the crystal before the golden plate. While you're here,
have a look at the red squared shape around the plate: it's
another one of these symbols like on Raju. Copy it, and let's call
it the "Red square".
Near the reactor, there's a kind of telescope. Look inside and
you'll see Vysynia from the top. You can click on different
locations: choose the hole at the top of the huge sphere building.
Next to the telescope, there is a kind of tablet. It shows several
pictures, including the "stargate" that sent you Izva. If you
don't have a sketch of it already, you should do it now and add
some of the names of destinations written all around. The most
important now is not Izva but Talifa, the world of the Anterrans
where Germinal wants to go. You should be able to guess where
Talifa is written: at the very left bottom.
Go visit the last place of Catyph, with another device. Look in
the telescope on the left: there is nothing.
Look at the tablet: there's a tesseract where you can choose a
destination. All the destinations should be set to a red cross,
except for Talifa with a green mark (on the very left, at the
bottom).
Look at the main device now. The front panel shows several blue
stripes. The ones at the center are crossed and create another one
of the squared shapes like on Raju. Copy it and let's call it the
"blue square".
Zoom on the device to see the cursors and numbers. There are 3
cursors: blue, green and red.
They have the same colors than the squared shapes, so there has to
be a link. You need to place them in front of the correct number
between 0 and 9.
You have to convert first the 3 squared shapes found on Catyph. So
convert them to numbers.
Blue square: 13 x 11 = 143
Green square: 61 x 11 = 671
Red square: 12 x 22 = 264
You must use the technique found on Izva on the stone: the digits
must be added (there was a tip on a tablet near the Cube in the
Kunci room). It gives:
Blue = 1 + 4 + 3 = 8
Green = 6 + 7 + 1 = 14 = 5
Red = 2 + 6 + 4 = 12 = 3
Place the cursors according to these values. Look in the telescope
again: now there should be a very small star right in the middle
of the view. It's planet Talifa (or a relay destination that will
lead to Talifa).
Everything is almost ready to ignite the Kunci. Before you try,
this is a final checklist.
Talifa must be the only destination on the tablet of the
"stargate"
You must have placed the red, green and blue cursors at the
correct coordinates
You must change the switch behind the grinder to its original
position
There has to be a red crystal in the reactor engine
One telescope must point toward Talifa
The other telescope must point toward the hole at the top of the
building in Vysynia
If the checklist is complete, go sit on the armchair in the Kunci
room. There are 2 panels with black surfaces. Use the Blue Matter
System on the left, and use the Cube on the right... End of the
game!
The Black Cube series, all rights reserved
Simon Mesnard