
Although most of the animal clues have been found, only one clue remains yet to be found. With the new clue from the blackboard in the classroom, you will be able to solve the tower puzzle and enter the tower.
Note: Up until now, the differences between this version and the older one at UAM were minor. In the tower however, you won't find the medical facility and justice office when using UAM, for example. It means that on UAM, this part will have to played a little different.
Walk into the water and swim to the large island in the lake. Approach the island from the left side and walk ashore as soon as the slope allows it. Find the beginning of the walkway spiralling up around the mountain. Walk all the way up until you reach a large blue door. On the right side is a key. Touch it to show a linking book, click the book to open it and click the linking panel.
You are now in a round area behind the blue door. Turn left and walk towards the first colored stone statue. To the left of this statue is a linking cloth usually found in the beginning of an age. It will link you to the last journey cloth that you touched in an Age or area. This area has two of the cloths and you have not yet found the cloths that are in this area, so it is of no use touching it now.
The colored stone statues look like the drawing in the classroom. That means that the symbol at the bottom of each statue must be the same color as the middle of the three leaves on top and the same shape as the middle shape on the base of the statue. Some of the statues have the correct color and shape set, others do not and should not be used.
Starting from the statue next to the linking cloth and going clockwise, press the bottom symbol of the following statues: 1 2 5 9 11 12. After pressing these statues, the structure in the middle of the room starts rotating, revealing a path spiralling down underneath. However, the cover does not stop rotating until it has made one complete rotation, at which point the path will be completely covered again. So you will have to jump in as soon as the opening passes by.
Walk all the way down the spiralling path. It's quite a long way down. When you finally reach the bottom, you will notice two signs on the wall and a door right after it. The top sign points to where you are coming from, so that one is the entrance on top of the tower. The bottom sign tells you that the door next to it leads to a prison.
Skip the first door and walk to the next one that is a little further down the corridor. The second door has two signs, both pointing to the door. The top sign tells you that it leads to the lake and the bottom sign tells you that the same door also leads to an elevator. Pull the lever next to the signs and walk through the door.
Walk down the corridor until you reach another door. Pull the lever to open the door and step into the next room. It's another circular corridor. To the left is a dead end, so turn right. Walk until you see another door on your right. The sign next to it tells you that this door leads to the lake. Pull the lever next to the door to open it. Walk into the corridor until you reach a large hatch. It's closed and there doesn't seem to be any way to open it from here. Turn around and return to the door you just came from. To the left of the door is a key symbol. Using that key will link you to the surface of the island, closeby the hatch. However, that is not where you would want to go right now, as you would have to re-enter the tower again.
Leave the key symbol as is and step through the door into the circular corridor. In the center is a small room with crates, but there's nothing you can do there. A little further is a closed gate, but there seems to be no way to open it from here. Continue following the corridor all the way up. At the end you will see a closed door and a lever next to. Pull the lever and walk through the door. At the end of the corridor is a red door with a button next to it. Leave the door for now, you'll get back here shortly. Turn right and follow the path along the railings. It leads to a room with a few baskets and a few candles. To your left is a green wall with a red painted area around a crack. Walk towards it and then go into the corner on your right. Walk up the stairs around the corner. At the end of the stairs is a throne that you can sit on if you like. The crack in the wall is actually the final animal clue: a snake. The D'ni number that comes with it, is on the floor of this room: 10.
Leave the throne room and head back to the red door. Press the button to open the door and walk into the corridor behind it. Climb the stairs until you reach the elevator. To your right is a button to recall the elevator, but it looks like the elevator is already on this level. Walk to the other side of the room where the yellow sign is. It reads: "Caution, use at your own risk". The elevator looks extremely rusty, so let's just hope it doesn't fall apart while you're on it.
To your right is also a corridor. It leads to a metal stairs like in Todelmer (Myst 5), but it looks even more dangerous than this rusty old elevator. Step onto the elevator and press the button in the center. The elevator starts to descent. Shortly before it comes to a final stop, it slows down a bit and stops for a short amount of time, allowing you to jump off the elevator on the side where the red sign lies on the floor. There is very little time to do this, so stand ready for it. (If you did not make the jump in time, you can go up again by pressing the button in the center of the elevator. On its way up, the elevator will make the same short stop again.)
When you have made the jump in time, you'll be facing a manhole. When you look down from the right side of the manhole, you should see the fifth journey cloth on the lower level. Jump down to the lower level or use the ladder on the left side of the manhole and walk over the metal walkway to reach the journey cloth. Touch the journey cloth. (It will show that it's actually the sixth cloth, but that doesn't matter as long as you find all seven cloths.) Turn around and carefully walk over the metal beams to reach the walkway. From there, you can walk to a ladder on the left side of the manhole. Climb the ladder, but be careful not to fall down into the water below. Step into the manhole.
You are now in a corridor. To your right is the elevator shaft and to your left is a closed door. Walk to the door and pull the lever to open the door. Step into the next room. This place probably has looked better in the past, much of the floor is broken and fallen down. You'll have to jump to get anywhere here.
To your left leads to a medical facility and to your right leads to the justice office. There's not much to do in the justice office and you can also reach it via the medical facility. Turn left and make a jump to a small platform. From there, jump to the next platform where the entrance to the medical facility is. Walk through the door and follow the signs pointing to the waiting room.
There's nothing you can do in the waiting room, so turn left and walk through the door into a corridor. You can enter most of the rooms, but there's nothing you can do in any of them. Follow the corridor until you enter another corridor with a sign pointing to the Pathology department. To the right is the dentist room and another corridor. There is a gap in the floor of the other corridor (and you can jump over it), but there are other ways to get on the other side. Instead, follow the signs pointing to the Pathology department. It leads to a room that looks like a classroom, but like the other rooms, there's nothing you can do there.
Exit the room through the other doorway. (The two wooden doors cannot be opened.) Turn right in the corridor and follow it until you reach a stairs on your left. To your right is an area that looks like a familiar part of K'veer, but there's nothing you can do there. Take the stairs instead and walk up the first stairs. Turn left and walk up the second stairs. Turn right and walk up the third stairs. At the end of the stairs you will see the entrance to the justice office. There's nothing you can do there, but feel free to look around.
When you stand at the end of the stairs (on the brown floor), turn your back towards the red pillar. There are two white pillars and two red pillars on the next platform. Jump onto the platform with the white pillars. The wooden door between the white pillars cannot be opened, so walk to the next room. There is a broken stairway right after the entrance. Stand at one of the topmost steps and look down to your right. You should see another walkway and corridor on the lower level. Walk down a few more steps until you are above the walkway below you. Then step off the stairs to the right and land on the walkway.
Walk into the corridor until you are at the edge of a large gap in floor. On the other side of the gap is a journey cloth. The gap is too big to make a jump. Instead, just step into the gap. You will fall down quite a bit. Fortunately, the medical facility is closeby in case you do manage to break a leg...
You end up in a small room with more broken floorpieces. This room has two exits. One of them leads to an adjacent room with red pillars. Go into that room first. When you enter the room, you will see a gate to the right. It is the gate you passed by from the other side. There's no way to open it from the outside, but it can be opened from this side.
Turn around. On the opposing wall you can see five D'ni numbers: 1 3 5 2 4. The red pillar on the left has a button. Push the button and the wall with the D'ni numbers is being rotated. It reveales what looks like a Myst island fireplace pattern. In this case it's actually a floor tile pattern. Turn right and walk past the three red pillars. This part of the room has square tiles on the floor. Five tiles on the floor can be pressed.
Although you have found five tiles on the floor and five D'ni numbers indicating in what order the tiles need to be pressed, you still don't know how the tiles on the floor should be numbered. It takes a bit of trial and error to figure that out. The following image shows how the tiles should be numbered (white) and in what order the tiles should be pressed (red).
After pressing the tiles in the order indicated, the gate will open. However, as the gate leads back to an area that you already visited, there's really no good reason to get back there. Ignore the gate and turn around. Return to the room with the broken floorpieces.
Jump over the floorpieces to reach the other exit. Walk through the tunnel until you reach a spiral stairs. Turn right and look where the broken red pillars are lying. Behind them is the rotating wall with the floor tile pattern. Walk up the spiral stairs until you reach the end. Now you are on the other side of the gap with the journey cloth. Walk to the sixth journey cloth and touch it.
Getting out of this location is a little more tricky. Stand close to the edge of the gap and slowly step of the edge. It may be a good idea to do this with your back facing the gap and slowly stepping backwards. This causes your avatar to slowly slide down the rocks and land on the floor directly below it. Walk towards the entrance with the red sign above it. Turn around and look to the path on the other side of the gap. You'll have to jump over the gap to reach the corridor on the other side.
This is just one way of getting to the floor below. Starting from the journey cloth, you could also jump across the gap to the other side (although this is not possible from the other side, it is possible from this side), walk forward and step down one floor from there. The next room is filled with rock floorpieces that have fallen down. To the right is a closed door. Walk towards it and use the lever next to it to open the door. Walk into the tunnel. A little further away is a gate. Click the key symbol next to it, click the book and click the linking panel.
You are now on the other side of the gate. Walk forward and you will end up on the surface of the big island, near the rope construction. Walk to the other side of the island and find the beginning of the walkway spiralling up around the mountain. Walk all the way up until you reach the large blue door. On the right side is a key. Touch it to show a linking book, click the book to open it and click the linking panel.
Starting from the statue next to the linking cloth and going clockwise, press the bottom symbol of the following statues: 1 2 5 9 11 12. After pressing these statues, the path spiralling down underneath the stone cover in the center is revealed. Jump in as soon as the opening passes by.
Walk all the way down the spiralling path. When you reach the bottom, stand before the first door. Pull the lever next to the door and enter the tunnel behind it. Follow the tunnel until you see a gate. Jump over the rocks to reach the gate. To your right is a key. (Press the key to show a book, click the book to open it and show a linking panel, then click the linking panel.)
You will end up on the other side of the gate. Follow the tunnel until the path goes up. A little further is a prison. You can enter it, but there's nothing you can do inside. From the outside however, you can climb up using the prison bars. Above the prison is a small cave where you will have to walk close to the wall to reach the other side. On the wall is a ladder going up. Climb the ladder and when you reach the platform, climb the ladder that you will find there too. When you reach the top, step forward and go right first. It leads to an exit on the small island. There's nothing you can do outside, so turn around and walk back into the tunnel. To the right is a gate, walk towards it. When you're close to the gate, you can also go left where you will find the seventh journey cloth. Walk to the journey cloth and touch it.
Turn around and walk back to the gate. Left from the gate is a key symbol. Press it to open the gate. Walk into the tunnel leading back into the lake. Walk into the water and you will sink to the bottom. Turn around and walk to the left side towards the corner. Walk up against the green rocks. At some point, your avatar starts to swim and you will rise to the surface of the water. Swim towards the narrow tunnel in the corner. Swim through the tunnel to exit the cave. You are back in the lake, facing the stairs with the eye symbol. Turn right and swim back to the beach with the fish clue.
From the beach, walk back to the starting point, outside the big round Alabaster building. From there, go right, into the far corner. Walk into the passage and continue until you reach the place where the meteorite or spaceship is. Walk around the meteorite to the back side. On a slice of the alien root is a hand symbol or button. Now that you have found all seven journey cloths, the button will work. Press it and the top half of the meteorite is being raised. You can walk inside the meteorite over a walkway. After a short while, the roof of the meteorite closes again.
Entering the meteorite made me realize a few things about the meteorite and the monster that came with it. The monster didn't strike me as the pilot of this thing. It seemed more like the monster being the prisoner of this thing. This thing (the meteorite) doesn't look like a ship, but more like a prison. One that can grow a new wall should the prisoner try to break through. The monster may have been cast away into outer space. It's rather unfortunate it crashlanded here on Alabaster.
On the walkway in the center of the meteorite is a pole with a hand symbol. Pressing the hand symbol will reopen the roof. On the back side of the walkway is also a linking book to 'Alabaster Sanctuary', but you cannot reach it as that part is not yet available. Press the hand symbol to open the roof and exit the meteorite the same way you came in. Return to the round Alabaster building (the starting point).
Walk up the stairs leading to the animal monument. It is time to use the twelve animal clues you've found all over the place. The clues were animal shape and number pairs. When you put the animals in the order of the number that came with it, you get the following list:
1 Fish 2 Lizard 3 Frog 4 Monkey 5 Bird with a large beak 6 Bird of bones 7 Dog with long legs 8 Chameleon 9 Scorpion 10 Snake 11 Mammoth 12 Alien monster
Press the buttons beneath the animal paintings in the given order and a secret door opens on the side of the jellyfish painting. It's left from the last animal in the above sequence.
Enter the secret room. In the center of the room is a closed off area. To the left is a hatch in the floor. Closeby the hatch is a lever on the wall. Pull the lever and the hatch will open. Climb down the ladder. You will end up in a small machine room. Nothing you can do with any of it. There is also a door. Pull the lever next to the door and step into the corridor behind it. At the end of the corridor is a lever and a ladder. Do not touch the lever just yet. Instead, climb the ladder and then follow the corridor. You'll find that all the doors are closed but there's one room you can enter: a large machine room. There seems to be nothing you can do in the machine room, so head back and climb down the ladder next to the lever that you did not use before. Pull the lever next to the ladder. The ladder is being raised, revealing another corridor behind where the ladder used to be.. Turn left and enter the corridor. Follow the corridor to the end and then climb down the ladder. Enter the next corridor and follow it to the end. Again, climb down the ladder. You'll end up in a room with a bucket on the left and a button on the right. Press the button and a door left from the button will open. Go through the door and you will be in a little maze.
Turn right and walk towards the open door you see straight ahead of you. Before stepping through the door, look to your right. At the end of the corridor you see another door with a button. No need to go there, as it leads outside to one of the doors that you found along the stairs leading to the animal monument. Walk through the door that was already open. To the right leads to a dead end, so turn left. Walk all the way down the stairs. At the end, enter the corridor to your left. It leads to a round room with two adjacent corridors. Go into the corridor to your right first. It leads to a linking book behind a closed gate. Just like 'Alabaster Sactuary', 'Alabaster Depths' is not yet finished, so the linking book cannot be used currently.
Turn around and return to the round room. The corridor directly to your left is the one you came from, so enter the next corridor to the right from it. At the end of the corridor, turn right and walk all the way up the stairs. When you reach the end of the stairs, you will be back in the secret room, inside the center area.
On the wall is a button. Press the button and one of the metal doors will lower. Step out of the center area and walk up the stairs straight ahead. You will find a button halfway up the stairs. It will open the metal door of the center area again, so there's no need to use it now. When you reach the walkway at the end of the stairs, walk to the other side of the walkway. There you will find another stairs leading further up. Take the stairs and walk towards the pedestals on a platform. The book on the left pedestal is a nexus linking book and the book on the other pedestal contains some credits from the creator of Alabaster.
This pretty much concludes the Alabaster Age for now. On the opposite side of the room are two exits. They both lead outside to the roof of the animal monument. Other than enjoying the view, there's nothing else to do.
* End of Part 5 *