Obsidian (Insert fancy ASCII art here) =============================================================================== DOCUMENT INFO =============================================================================== FAQ created by Steve Rusher << tern@rochester.rr.com >> Release #1 DATE: 5/12/00 =============================================================================== TABLE OF CONTENTS =============================================================================== I. INTRO II. PRELUDE III. BUREAU REALM IV. SPIDER REALM V. BISMUTH REALM VI. FINAL REALM VII. EDITING/COPYRIGHTS VIII. ACKNOWLEDGEMENTS =============================================================================== INTRO =============================================================================== What is Obsidian? It's a poorly-marketed game by SegaSoft and Rocket Science Games in the Myst/Riven category, but in my opinion, it's better than both. The graphics aren't as realistic as Riven, but I think that the animation sequences and stuff make Riven look stale. Spacewise, Obsidian is twice the size of Riven because the CD-ROMs are non-hybrid. If you're in to Myst and Riven-style games, find yourself a copy of this fast. You will not regret it. I wrote Tern's Unofficial Guide to Obsidian as well, which is at: http://tern.damnsw.net/obsidian/ If you want a semi-graphical guide, go there. However, this will likely suffice. Quite a bit was copied from that guide to save time and typing. ------------------------------------------------------------------------------- DOCUMENT STRUCTURE ------------------------------------------------------------------------------- Every puzzle may be divided in to up to 4 different segments: HINT: A clue to how you're supposed to approach the problem SOLUTION: How you're supposed to solve the puzzle METHOD: A clue to how you're supposed to solve the problem SPOILER: Step-by-step instructions as to how to solve it. =============================================================================== PRELUDE =============================================================================== You start off in a forest. There is only one way to go, forward. This goes through the opening credits and title screen. In my opinion, this is one of the best opening sequences I've ever seen. Eventually, you'll reach a tent. Go inside. Unzip the bag on the right, and open the laptop. Browse through the files, and I mean ALL OF THEM. Here's what you should have picked up: The team has created a project called "Ceres", which is an experiment in nanobot technology. It will allow stuff like converting water to gasolene, and instantaneous creation of anything. The satellite which controls the whole deal has been in orbit for a while now. Anyhow, both team members, Lilah (you) and Max, have been having bad dreams. Lilah had a dream about a bureau where she was "walking on the walls" and the harder she tried to get something done, the less that actually got done. Max had a dream where there was a giant mechanical spider, was forced to fix various parts of it, or rather the world around the spider, and when he was finished, the spider reared back and attacked. At this, Max suggests adding a hardware crossover switch to revert the Ceres project back to human control in case it decides to make wrong decisions by itself. Finally, a strange, black-glass structure (Obsidian?) is appearing outside the campsite, growing each day. It has been thought that it has something to do with the Ceres project... Now, leave the tent, and you'll hear a noise from the distance. Go left and investigate. You'll find the Obsidian structure with Max's hat on the ground outside. You'll then get pulled in, go through a rather impressive cutscene, and then you'll be in the Bureau Realm =============================================================================== BUREAU REALM =============================================================================== This is Lilah's dream... The Bureau Chief will bust up his bridge, and of course, you're assigned to fix it. Now, push the red button on the elevator to head down, then talk to the VidBot for minor instructions... Obviously, one of the booths is the bridge repair booth, but the names seem unreadable. -* BRIDGE REPAIR *- HINT: Try going all the way to the back. There's a door, and inside you will get a clue as to how the names work... SPOILER: The Bridge Repair booth is the second-to-last one on the left side of the VidBot you talked to originally. Now, turn around, and go to the right of the elevator you came in through. You'll see a bunch of flattened out bookshelves. Keep going forward, and you'll eventually be walking on the wall... Okay, head left, go forward a bit, then up the ladder on your left. Go forward again, and you'll wind up on the elevator. Push the button to head over to the library. Here, you must retrieve the Standard Damage document. However, if you look around, you can't find a document with such a label. -* FINDING THE DOCUMENT *- HINT: Try using the computers a bit... Check everything SOLUTION: Have you tried the Cloud Ring? If you re-arrange the letters (parts) to form Ground, you get a little animation... Obviously, to get your document, you need to re-arrange the letters of Standard Damage... METHOD: Keep browsing the computer menus. Use both computers, and don't be afraid to use non-standard methods... SPOILER: From the main menu, select option 4 (Play a Game), choose 3 (Word Games), and play game 1 (WordMixer). Enter Standard Damage for the words, enter any valid word (just use "stand" or something...) and it'll give you the correct answer: "TRADESMAN" Hunt out the Tradesman document (It's not that hard to find...) Now, continue to the other end of the library and scale the wall to reach the chandelier. Pull the lever to the right once, turn around, and go forward. You'll recieve a few entry cards to the cubicle maze -* CUBICLE MAZE *- HINT: Look at the maze from above or examine the entry terminals. You need a certain combination of cards to reach Pre-Approvals... METHOD: Get 3 black cards... SPOILER: Okay, you can use your manual to solve this, but if you don't want to waste your time, here's another way: ,_._._. |1|2|3| >-+-+-< |4|5|6| >-+-+-< |7|8|9| `-^-^-' | `-- Entrance Enter the following cells in this order: 6 3 6 3 6 3 2 3 2 3 2 1 Of course, if you feel up to it, it is also quite amusing to cruise the other cubicles and entertain yourself to the bureaucratic VidBots who are willing to offer you ridiculous surveys and highly bizarre results (what do YOU do with YOUR ice cream?) Anyhow, back to the chandelier. Head for Immediate Action. Now, they would take action, but their clock is broken. Go around the back and attempt to fix it. -* CLOCK PUZZLE *- HINT: Watch the moon phases. They're important... METHOD: Try to get it so the moon hits its "new moon" phase when it would normally be in the way. SPOILER: Put the dials in the following positions: Top: Point the dial at the second bolt from the top on the left side Middle: Point the dial straight left Bottom: Point the dial straight left Now, of course you're not done... Turn around and head for the chandelier and you'll be talked to by a rebel. Head to the chandelier, and throw the level to the right until it jams and the bulb dims. The rebel will tell you to look up the Orient Militia document. -* GETTING THE DOCUMENT *- SPOILER: "Limitation" There's only one place left to go... Enter "9 3 4" in to the terminal on the wall for a little visualization. -* THE ALIGNMENT PUZZLE *- METHOD: Try to envision where the Bureau Chief's office would be... SPOILER: Put the red lines in the following positions: Left: All the way down Middle: 1/4-way from the bottom Right: 1/4-way from the bottom Okay, now you're presented with a giant rock... Yeah, you can move it. This is a dream, after all. Depending on which way you point it, the exit will be at different locations. -* THE BALANCING ROCK *- SPOILER: Make the peak face towards you Now, go talk to the bureau chief through the hole in his cieling. "Come back with your feet on the ground" Eh, hehehe.... Okay, time to rebel... Go along the left side of the wall to the corner, and climb the fencing. Now, you can't turn back, so just keep going until you reach the Bureau Chief and are sent to the Spider Realm =============================================================================== SPIDER REALM =============================================================================== This is Max's dream... Okay, lemme explain: There are 4 different places you can enter the spider. Each area has a different puzzle to solve. Look around, and you may also find a little skylift thing. You should consider finding it, the animation sequence it provides is quite good. When you start, the spider will put its foot down on a grate. Max is under it, but don't worry, he's not getting out... From the place you started: Head left once, look right, and head up the right pylon to enter the Fire Puzzle. -* THE FIRE PUZZLE *- HINT: Experiment a bit. Remember, this is a timing exercise... METHOD: Your objective is to make it so that when you click the sun, the lightning will strike each pole on the ground when it is touched by the tree and lit up. SPOILER: Sorry, no spoiler. Now, turn around and go back. You'll be in a control room. Look down, place the picture in the fire slot, wait a bit, turn around, and leave. Go back to the main area. Go right, forward, look left, and go up to enter the Wind Puzzle. -* THE WIND PUZZLE *- HINT: Look around, there's more to this puzzle than meets the eye. SOLUTION: Look down, and enter the ball. Strange, but you can do it... You'll encounter the real puzzle. METHOD: Okay, each one of those lit-up tiles represents a pole that will raise on impact. You want to CAPTURE the wind, not bounce it... Remember that. SPOILER: All 9 lit up tiles must have balls on them EXCEPT for the one in the center. Then, shoot the tornado. Back to the control room... Repeat the same procedure as you did after the Fire Puzzle and go back to the main area. Look left, and go forward. The lift I mentioned earlier is down the stairs to your left at the end of the walkway. To your right is the Metal Puzzle. -* THE METAL PUZZLE *- HINT: Aight, this is actually pretty difficult. Keep going until you reach a door at the end. Inside is a chemistry lab, where you must synthesize your solution. To your right are a few videos, which you should watch. SOLUTION: Okay, you must create a compound that when combined with the green sample provided produces the other sample which is described on the chart above the chemistry set. METHOD: Okay, here are the laws of the chemlab: 1.) Red and blue don't mix 2.) If two chemicals both containing reactable components are mixed, the lowest and highest value chemicals which can be swapped will be swapped. SPOILER: Take the first red chemical on the rack and the third yellow one. Mix, and take the result. Put it in the reaction chamber on the main machine, then push the red button on the side of the hopper to start it up. Go back to the control room, do the picture thing again, and return to the main area. Turn right, go forward twice, and climb the pylon to enter the Oil Puzzle. Now, this one is actually a sequence of puzzles. You should do them in order. First off, you'll see "038-1" written in the sand. Write that down. Go forward to the coast, and you'll see some waves that are out of sync. When you click on them, they move without any other sections moving. Synchronize them. Okay, now go back to the entrance, turn around, and go on top of the sand castle. Enter 038 and 1 in to the collector, and push the button. Now, go back in front of the sand castle, turn around and... Enter it! This isn't real, so you can do anything. Look around for a place in which you can look out the window. Copy down the little diagram on the side of the floating land mass, then look for a spot on the large tube in the center of the tower containing a mixed up pattern. Re-arrange it to form the diagram, and enter. You'll see oil at the bottom, below the floating land mass, and if you look up, there's apparently some in it as well. Now, go back. -* THE OIL PUZZLE *- HINT: Look around the tower for some way to locate the oil patch SOLUTION: There's a machine with two knobs, which lets you retrieve the coordinates of places in the puzzle... METHOD: Go up as far as you can on the targetter. Look for the place you saw the oil at... SPOILER: The coordinates are 133-5. Enter that in the collector on top of the castle to finish this area. Now, turn around and go back to the control room. CONTROL ROOM SPOILER: Ever done a dot-to-dot? Here, try this one: .2 .4 .15 .6 .3 .1 .14 .12 .9 .7 .5 .11 .10 .13 .8 Congratulations! :p Turn around, and if you want to save a memoir, save now, because when you leave, you'll go through what I consider the most spectacular animation sequence in the game. At the end, you'll wind up in the Bismuth Realm =============================================================================== BISMUTH REALM =============================================================================== This is a dream from a dreamer Ceres created... Okay, head up the ramp to your left, and push the button. You'll be presented with an airplane. I call it the "Dream Craft" Well, go inside. It's all yours. However, the thing is broken in a few places. Most importantly, the power source. When you enter, you'll see a latched door. Enter it, and go forward. You'll see a little animation wheel, which is out of sync. Click it to attempt to solve it. -* ANIMATION WHEEL PUZZLE *- HINT: Keep an eye on both wings, and make sure both of them animate smoothly, not just one of them... SPOILER: There's an image at http://tern.damnsw.net/obsidian/images/large/image19.jpg There might also be one at GameFAQs.com Now, turn around, and go to the cockpit. Look down, turn the key (duh) and obey the computer. There are 5 destinations you can go to: The Piazza The Church of the Machine The Statue The Frame in the Sky (Unselectable) The Junkyard (where you are now) ------------------------------------------------------------------------------- THE PIAZZA ------------------------------------------------------------------------------- This destination is non-essential, but important. To "trap inspiration", corner it. By clicking some of the objects, you can remove them from the field. Only one object may be removed at a time. If you click the object the robot is behind, it'll flicker but won't be removed. When you corner it, you'll be presented with a small animation sequence. If you go to the back, you'll find a board which may further aid you... ------------------------------------------------------------------------------- THE CHURCH OF THE MACHINE ------------------------------------------------------------------------------- This place is a tribute to machinery. When you get there, go down to the main room, and enter the spider. You need the Crossover Chip from here, but it's too big, and it's blank. -* PROGRAMMING THE SPIDER *- HINT: Of all the places you can go, you need to visit each of the places where data is entered on the chip once. METHOD: Stumped? Take a look at the bottom area on the map... Look familiar? Use it to your advantage. SPOILER: Legend: L = Left R = Right S = Straight U = U-Turn Enter the following in to the program area: L S U S R S L L L R Now, take the crossover chip back to the ship, and insert it in to the chip slot on the wall. ------------------------------------------------------------------------------- THE STATUE ------------------------------------------------------------------------------- The statue isn't just a statue... It's also an art gallery, showing pictures from each realm. Impressive, actually. When you get out of the plane, turn left, and go up the ramp. Turn right, and go all the way to the end of the hall. Turn left, and you'll find the Dreamer working on a painting. Go up to the machine on the left. There are several templates you can print out, but each time the dreamer starts to paint it, he'll get about half way through, and throw it out. -* THE STATUE PUZZLE *- HINT: Did you listen to all the audio recordings in the main gallery? I believe they mentioned "a new beginning" METHOD: Your objective is to make the canvas completely blank. Try to make the pieces overlap each other completely. SPOILER: http://tern.damnsw.net/obsidian/images/large/image22.jpg There is also a copy at GameFAQs.com Now, go outside, and flip the knife switch to fill the Frame in the Sky. Go back to your ship's cockpit. Instead of turning the key, pull the red lever. The controls will transfer to the robot, who will select the Frame in the Sky. Um, problem... You can't go there, right? -* NON-REGULATION FLIGHT *- HINT: After you flip the first switch, you'll hear a few tones... Remind you at all of something in the Piazza? METHOD: Yeah, this is the same as the Piazza puzzle. Check behind the switch in the upper-right and you'll see a red light... SPOILER: Okay, here's the switch order. If a coordinate has an "s" next to it, it means that instead of flipping the switch, pull open the side panel next to it. D1 A3s D2 B3s C2 A3s C3 C4s B3 A3s B4 Now, the robot will turn in to Ceres, and you'll be transported to the final realm. =============================================================================== FINAL REALM =============================================================================== This is a dream crafted by Ceres from the other ones... Okay, face right, and then go forward until you reach Max. A spoiler for the bridge puzzle would take way too long, but it's not too hard to figure out. Now, walk over to Max, look down, pick up the chemical container, and throw it off the side. Max will be released, and go to hack the crossover chip. Turn around, and return to Ceres, who is almost finished. Look left for your final puzzle. -* SWITCH PUZZLE *- HINT: Experiment... SOLUTION: There are 8 switches you can flip and 8 that appear to move when you click them... METHOD: Aight, when you click one of the 8 moving switches, the rest are reset. This is a simple memorization task. When you're done, pull the lever. FINISHING OFF: When you turn back around, you have two options, each leading to a different ending. 1.) If you pull the lever again, the Ceres program crashes, as does the entire realm, and you return home. 2.) If you don't, Ceres' work will complete, and the world will be reset to Ceres' personal specifications. Congratulations! You won Obsidian! =============================================================================== EDITING/COPYRIGHTS =============================================================================== This document is (c)2000 Orbiter Productions. However, I am giving permission to anyone who wishes to edit this document permission simply by adding their name and e-mail address to the list below! You may include this document on CD-ROMs and other file collections, as long as this file is included as NO ADDITIONAL COST! That means that this document is free, and if you charge extra, expect your *** on a platter! EDITORS: Steve Rusher <tern@rochester.rr.com> Your Name Here <Your Email Here> =============================================================================== ACKNOWLEDGEMENTS =============================================================================== None, really. I did this on my own! Quite a bit was copied from Tern's Unofficial Guide to Obsidian, WHICH I WROTE IN THE FIRST PLACE, so don't go off screaming "plagiarism" because it's 100% legal! http://tern.damnsw.net/obsidian/ ------------------------------------------------------------------------------- GAMING SITEZ ------------------------------------------------------------------------------- http://www.gamesdomain.co.uk/ - The best in gaming guides! No bulls**t! http://www.cmgsccc.com/ - Got a Gameshark? Free renegade codez here! http://www.gamespot.com/ - If a text walkthrough doesn't cut it, try here Document size: 20K - Orbiter Productions :: Better Living Through Concept Cheers!