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Cathedral - Part 2: Musical Instruments

In the previous part you found most of the door symbols for the Door Remote Control in the fountain room. Only two more symbols left to find...

The East Wing

The Door Remote Control has an extra button at the east position now. Press it to activate the door(s). Turn right and walk to the wooden doors on the right side of the stained glass. You wouldn't want to reset your progress of the Door Remote Control, would you? The door will open when you stand before it. Walk into the East wing of the cathedral.

Activating the east wing doors
Activating the east wing doors

When entering the east wing, turn left and walk up the platform before the stained glass. Walk up the stone pulpit. You should see two door symbols, one on your left and one on your right. The one on your right has a green gemstone/crystal in it. You better not touch that one as it will remove all the buttons from the Door Remote Control. Instead, touch only the left one. When it starts to glow, another button has been added to the Door Remote Control.

Two door symbols...
Two door symbols...

Walk off the pulpit on the left side and walk to the very end of the east wing. There, you will find a bahro in a tranparent egg. There are also three books that you can't read except for the cover of each book. The cover of the middle book sais: "Birth of the Bahro". When you touch it, some singing starts.

Birth of the Bahro
Birth of the Bahro

Turn around and walk through the corridor on the right side back to the large wooden door. In the second niche on your right you will find the sixth journey cloth on the wall. Repeat the usual steps in writing down the symbols. When done, walk to the large wooden door that you used to enter the east wing, on the left side of the pulpit. The one on the right will most likely reset the Door Remote Control, remember? So, walk through the wooden door on the left side and return to the Door Remote Control. Another button has indeed been added. Press the newly added button in the north-west position. Turn left and walk towards the iron gate in the corner. When you stand before it the gate will lower. Walk up the stairs until you're on the balcony. Turn right and walk into the corridor behind the green curtains. Walk all the way to the end of this corridor. When you've reached the stained glass windows at the end, look to your left. There's the seventh and last journey cloth. Write down the d'ni letter, touch the cloth and write down the green symbol. When you're done, head back to the balcony. Now, the bell tower here is closed off and the corridor behind the red/purple curtains does not contain anything you need. You have found all the journey cloths, therefor you should now be able to use the musical instruments.

The dagger does more than just playing a recorded message...
The dagger does more than just playing a recorded message...

Head down to the Door Remote Control by the fountain. The button for the north wing doors is still missing. Turn to the right and walk to the dagger in the floor with the blue button on it. Press the blue button. The symbol next to the north wing door is now lowered. Walk towards it and touch the symbol. Walk back to the Door Remote Control. Indeed, all the buttons are now present, including the north wing door button. Press the topmost button to activate the north wing doors.

The North Wing

Turn right and walk towards the large wooden doors past the dagger (the doors with only one note attached to them!). When the door opens, walk into the north wing. Turn left and walk to the middle of the room and look around you. The room is filled with 12 gongs. Obviously, this is what the journal was talking about: learning the d'ni musical notation.

Note the symbols on the left
Note the symbols on the left

In one of the niches in the left corridor are two paintings: one of Yeesha and one of 'Big Ben'. Before Yeesha's painting stands another dagger in the floor with a red button. Press the button to hear another message about playing four tones in the correct order. If you are to play four tones out of the twelve available tones, how do you know which four tones to play? The answer to that question is in the middle of the hall. Look up and search for two banners hanging in the middle of the hall: one green, the other red. Some of these symbols where visible after touching the journey cloths. But not all of the symbols on the banners were on the journey cloths.

Another helpful dagger
Another helpful dagger

It helps to know what tones are available. I numbered the gongs in this room in a clockwise manner, starting with the two gongs on the first platform. It will make picking the correct gongs much easier. Then I wrote down what d'ni letter was associated with each gong. The d'ni number before the letter probably indicates the octave the tone is in. In this puzzle octaves don't play any role, so you can ignore the d'ni numbers for now. That gives you a list of twelve d'ni letters, five of these letters have a # symbol next to them. All you need to know for this puzzle is that a letter with a # symbol is a different tone than the same letter without the # symbol.

The gongs with data

How do you know which symbols to play; from the green banner or the red one?. Up until now, you have seen the three lines symbols in a green color, that could be a valid reason for choosing the green banner. The dagger with the red button might suggest you use the red banner, but it won't work. The red banner is used either at a later time, or not at all.

The tones to play
The tones to play

Choosing The Gongs To Play

The first symbol on the green banner has the square between the first and the second line (starting from the top). Only one of the journey cloths had the square in that location. The inside of the square is also the same. The gong that matches is number 11 on the map.

The second symbol has the square between the second and the third line. Three of the cloths also had the square in that location: one had a blank square without a line in it, one had a square with a full line in one direction and one had a square with a full line in the other direction. However, there is no exact match. That means that the matching gong cannot be determined (yet).

The third symbol also has the square between the second and the third line. Three of the cloths also had the square in that location. Again, there is no exact match. Thus, the matching gong cannot be determined (yet).

The fourth and last symbol on the green banner has the square below the third line. Two of the journey cloths had the square in that location, but only one is an exact match. The gong that matches is number 1 on the map.

The gongs

There is no doubt about the first and the last symbol on the green banner as those were among the symbols shown by the journey cloths. The second and third symbol were not among those shown by the journey cloths. There are twelve gongs and seven of them match the journey cloths, leaving five gongs for which you don't know the symbol. As there are two symbols for which you have to try the five possible gongs, you will have to try five times five (=25) combinations for the green banner. As the second and third symbol are different from each other, you can ignore the combinations that have the same gong number for the second and third symbol. That makes the total of combinations to try for the green banner twenty:

11  11  11  11  11  11  11  11  11  11  11  11  11  11  11  11  11  11  11  11
 2   2   2   2   3   3   3   3   5   5   5   5   6   6   6   6   7   7   7   7
 3   5   6   7   2   5   6   7   2   3   6   7   2   3   5   7   2   3   5   6
 1   1   1   1   1   1   1   1   1   1   1   1   1   1   1   1   1   1   1   1

After playing gong 11, 3, 7 and 1, the button on the dagger will turn green. Press the button and you will get a new message about pressing the button that shows up in Yeesha's painting. The painting shows the pedestal with the blue button on one of the balconies. Here, the button is not blue but green. The picture also shows the white stained glass windows on the right and one of the colorful stained glass windows on the left. The balcony in the picture is on the opposite side of those two stained glass windows. That means the picture was made from the north-west balcony.

Another helpful hint
Another helpful hint

Leave the north wing through the door on the right. Head for the Door Remote Control and press the north-west button. Turn left and walk to the iron gate in the corner. Once the gate has lowered, walk up the stairs. Approach the pedestal and press the green button. The fountain starts rotating while it is slowly being raised. Look at that! Where the fountain used to be is now an organ. Walk downstairs to get a better view on the organ.

The organ
The organ

You can sit behind the organ. Only seven keys from the keyboard can be used: four white keys from the top row and three black keys from the lower row. Pressing one of these keys will let the organ play a tune for a while. Other than that, there's nothing you can do with the organ. There is more to this Age, as there is an underground area and the bell tower bells have not yet played...

Behind the organ
Behind the organ

Underground

Behind the organ you will find a manhole. Open it and enter the manhole. Depending from which side you approach the manhole, you will either fall down or climb down a ladder. When you're down, step off the ring you're standing on and walk towards the dooropening. You'll have to jump to get out. You are now in a large circular hall with four round structures and a round plaza between them.

The lower area
The lower area

The first round structure should be in front of you. Inside is a pedestal like the ones on the balconies in the fountain room. The button will lower or raise the fountain again. Turn left and walk towards the next round structure. On your way you will pass by a few pillars with colored balls on them. If you like the sound of wind chimes then you should walk between them. When you reach the round structure enter it. Inside, on the walls, you will see turning gears. They do look familiar. The machine on the right starts to reveal an imager and a ki-slot when you enter the room. Walk towards the ki-slot and touch it. The imager now displays four locations. The three locations on top you have already been to, the location at the bottom is one you have not been to yet. This is appearantly a sort of a nexus room within the Cathedral. As you have no reason to go anywhere at this time, leave the room and turn right.

The nexus room
The nexus room

On the next round plaza is something that looks like a stargate. If you were to go through, you would end up behind the barricade blocking your way to the controls of the bells in the second bell tower. As nostalgic as that may sound, it's not going to help you solve this Age. Instead, keep walking until you reach the next round structure. This one has a gate and a dagger next to it with a red button. Press the red button to hear why you cannot enter that room yet. It should be clear by now that ringing the bells in the tower is going to be the final task in this Age. Just how exactly is not clear yet.

Getting The Bells To Ring

To the left of the gate is a painting that confirms what Yeesha just told. The painting calls the structure a theater and Yeesha calls it a museum. Turn left and walk towards the fourth and final round structure. It has a sun symbol above the entrance. When you reach it, you will see that it also has a gate and a dagger with a red button. Well, press the button and let's hear it.

Yup, you can't go in unless you do something first. Yeesha spoke of the belfry and releasing the lock on the bell swing. The belfry was one of the four locations in the nexus room. Head back to the nexus room. It is exactly on the opposite side of where you are now.

Enter the nexus room and touch the ki-slot. Press the button to the right of belfry. Turn around and walk towards the strange platform. You are transported to the belltower that you could not reach before. There are two large bells in here. Both have a rope attached to them leading down into the round hole in the middle of the room. There is also a contraption attached to the ropes and a lever to opperate it. Pull the lever and watch the locks being released from the ropes.

The belfry
The belfry

Now that you have released the locks in the belfry, you should be able to enter the round structure with the sun symbol above the entrance (sun room). So, return to the underground section and head for the sun room. When you stand before the iron gate, you will notice that the button on the dagger has turned green. Press it and the iron gate will open. Enter the sun room and look around. It looks a bit like a machine room. From left to right you see a pressure tank, two large cylindrical devices and a lever. Pull the lever. Nothing seems to happen though. But wait, there is another lever behind the cylindrical devices. Walk towards the second lever and pull it. The cylindrical devices start pumping and the bells are now ringing.

The sun room
The sun room (machine room)

Time to visit the last room you could not enter until now: the museum room. Walk towards the iron gate and press the green button next to it. The gate lowers and you can exit the room. Turn left and walk towards the museum room. Here too, the button on the dagger has turned green. Press the button and enter the room. Inside you will find a table and a vase, not much of a museum, by the looks of it. Climb the ladder and you will end up on a beach. The journal on one of the tables explains the painting you see around you..

This concludes the Cathedral Age. You could go through the stargate and knock yourself out on the buttons that operate the bells in the second tower, but there are no more puzzles to solve.

* End of Part 2 *

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