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Puzzle:
Puzzle 1
The First Chief. Drop all your villagers on the robes in the amphi-
theater: any villager except nursing moms can become chief. If you can't find
your chief right away, wait until the moms no longer have babies and drop them
on the robe. (You will need to repeat this process each time the chief dies.)
Puzzle 2
The Bee Hive. First, light the fire (collect wood and dry grass in
the firepit, then light the fire). Then drop an adult villager on the burned
out torches near the hive. He/she will return the torch to the hive and calm
the bees so you can collect honey.
Puzzle 3
The Alchemy Lab. You will need an Adept Scientist (or more than one).
Scattered around the village (random locations) are 2 colored pots (red or
yellow with white stripes), a brown pot, a gray bowl with spoons, and a short
spear (orange-brown handle with gray blade). Drop your scientist(s) on each
item and they will return it to the lab - if they drop the item before reaching
the lab, it will warp back to where you found it originally. Returning all five
items solves the puzzle.
Puzzle 4
The Roster of the Dead. At the far right of the map (use keyboard
shortcut '3' to get there) is a grassy area - at the upper right of this area
is a big leafy bush. Have your villagers remove these leaves, which uncovers
the roster of the dead (they will gain building skill; trained builders can
accomplish this faster).
Puzzle 5
Weather Dancing. You will need Level 2 Leadership, a tribal chief,
and 3 Adept Farmers. First, drop the chief on your lit fire. He/she will begin
weather dancing. Then drop the farmers on the fire, and they will join in. You
will know they are successful when sparkles appear over their heads and under
their feet.
Puzzle 6
The Lift. You will need 3 Adept Builders and Level 2 Restoration.
Once you have purchased the tech, drop your 3 builders on the "strange machine"
in the orchard. Make sure their action line reads "repairing the lift". If you
have done this correctly, the lift will be repaired.
Puzzle 7
The Rubble. You will need Level 2 Restoration. Drop a villager
(preferably a builder) on the pile of rocks at the bottom of the map. He/she
will clear away the rocks, gaining building skill (builders will accomplish
this task faster).
Puzzle 8
The Ancient Bath. You will need to have completed Puzzle 3 and have
a Master Builder. Drop your builder on the "chalkboard" in the alchemy lab
(he/she will "see" it if you fly them over the lab) - he/she will create the
the plans for the bath. Drop your builders on the bath to complete the project.
Puzzle 9
The Statue. You will need Level 3 Restoration, Level 3 Leadership, a
tribal chief, a Master Builder, and a completed bath (solved Puzzle 8). Drop the
Master Builder on the chalkboard (which will be blank after the bath is
completed),
and he/she will draw up plans for the statue. Drag an adult villager (not a
nursing
mom) up the path to the door until he/she "Sees a good place to anchor the
statue"
-- this villager is more likely to be successful if he/she has some building
skill.
That villager will then build scaffolding to help anchor the statue. Your chief
must direct work on the statue, so drop him/her on the statue to begin this
process
- if the chief stops directing work, then progress will halt until you return
the
chief to his/her duties. Once the chief is directing, you can then drop builders
on the statue to help "pushing the statue". The villagers must push the statue
up
the path towards the door - this will take several hours (you can click on the
statue to bring up a timer in the status bar that will help you determine how
long
is left - but this time depends on how many builders you have working on the
project
and may increase if builders leave the project). Your builders may occasionally
complain that "there is no more room to help out" - only a limited number of
builders can work on the statue at any given time.
Puzzle 10
The Orchard. You should plant your first seed as soon as the game
starts: this first seed is located next to the ruined lift: drop one of your
adult
villagers on this seed and he/she will plant it. To gather the next two seeds,
you
will need to have completed Puzzle 6 (The Lift). As soon as a rain storm starts,
place an adult villager (but not a nursing mom) on the lift (his/her action line
should read "Standing on the Lift") Leave the villager there until the lift
reaches
its highest point, when a seed will fall from the tree above. Drop the villager
on
the seed to plant it. You will need to plant a total of 3 seeds (the original
plus
two from the lift) to complete the orchard - the puzzle will be completed once
all
three trees have become mature (and start producing fruit - it takes about 8
hours
on 'normal' speed for the tree to mature). Additional seeds (beyond the first
three)
will not be planted, but will instead be placed in the food bin.
(Note: If you have trouble getting to the lift before it starts to go up, you
may
wish to pause the game with the spacebar when you see the rain start before
finding
a villager. You will need to unpause the game to see their status line to make
sure
they are properly placed.)
Puzzle 11
Banishing the Sharks. You will need to have completed Puzzle 3 and
have at least Level 2 in your chosen faction, Nature or Magic.
For NATURE: collect the following herbs for a potion: 2 X Black Orchid, 1 x
Pitcher
Plant.
For MAGIC: collect the following herbs for a potion: 2 X Rose, 1 x Berry.
Have an adult villager (not a nursing mother) drink the potion. He/she will take
a
vial to the ocean. How the sharks are actually dealt with depends on the faction
chosen (the nature potion is a shark repellant, the magic potion "charms" the
sharks
so they won't bother the villagers).
Puzzle 12
Aromatherapy. You will need to have completed Puzzle 8, have Level 3
Medicine, and a Master Doctor. Drop your Master Doctor in the completed bath.
He/she will fill the bowls around the bath with Lotus plants ("doing
aromatherapy").
Then drop a Master Doctor on the fire to light the burners and finish the
puzzle.
Puzzle 13
The Ash Key. Later in the game (after at least one fire cycle - 10
hours on fast speed), you will notice sparkles around the fire. Let your fire go
out
(do not replenish it with firewood) - a diamond will appear in the ashes. The
diamond
will be too hot to pick up initially (it was in a fire, don't forget). To cool
the
key, drop adult villagers on the rightmost of the two waterfalls (where they go
to
drink and do laundry). They will gather water and drop it on the key. They will
need
to do this several times (8-10, at least) to make the diamond cool enough to
touch -
your villagers won't repeat this task on their own, so you will have to make
them
do it by dropping them on the waterfall. When the villagers no longer bring
water
to the fire (they'll revert to drinking from the waterfall when you drop them on
it),
drop a villager on the key - they will take it to the door and solve the puzzle.
You will need to repeat this step if they drop the key before reaching the door.
Puzzle 14
The Hanging Key. You will need to have solved Puzzle 3. Collect the
following herbs for a potion: Cactus, Rose, Lotus. Make the potion and have
villager
(other than a nursing mom) drink it. That villager should feel "light and
springy!".
Drop them near the pink diamond (the hanging thing) just above the Rose plant -
their status line should read "trying to reach the key". They will jump up,
collect
the key, and place it in the door. If they drop the key before reaching the
door,
you will have to resolve this puzzle.
Puzzle 15
The Clam Key. You will need to have solved Puzzle 9. Once the statue
is completed, a pearl will appear. Have a Master Builder pick up the pearl -
he/she will take it to the waterfall to be "finished". Then have the tribal
chief
pick up the finished blue pearl: the chief will use the pearl to get the key
from
the giant clam and will then put the key in the door. (As with the other key
puzzles,
you may have to repeat parts of the puzzle if the key is dropped before it gets
to
the door).
Puzzle 16
The Sun Dial. You will need to have solved Puzzles 13, 14, and 15.
Once all three keys are in the door, the sun dial room will be revealed. Drop a
villager on the sun dial until it reaches the position at the furthest left
(there are three locations for the sun dial). When a beam of sunlight hits
the sun dial, ghostly figures will appear in the room. Drop a villager on those
ghosts and the mystery of the secret city will be revealed!
Potion Combination Result:
1 - Rose
2 - Black Orchid
3 - Cactus
4 - Lotus
5 - Tiger Lily
6 - Pitcher plant
7 - Berry
Ingredients Result
1 + 1 + 1 = Romantic/Embrace
1 + 1 + 2 = Feels Lonely
1 + 1 + 3 = Fertile
1 + 1 + 4 = Happy feet - Dances
1 + 1 + 5 = Stinky Breath - Villager burps green cloud
1 + 2 + 2 = Stomachache - minor health gone
1 + 2 + 3 = Burns - minor health gone
1 + 2 + 4 = Awful - makes Villager sick
1 + 2 + 5 = Burns - minor health gone
1 + 3 + 3 = Yummy - Kids drink
1 + 3 + 4 = Light & Springy (Villager able to get pink diamond)
1 + 3 + 5 = Blannesamagawa loomajoobamooga!! (crazy!)
1 + 4 + 4 = Fertile
1 + 4 + 5 = Woozy - Villager spins and sits
1 + 5 + 5 = Fun - acts like child
2 + 2 + 2 = Yikes! Half health gone
2 + 2 + 3 = Stomachache - minor health gone
2 + 2 + 4 = Stomachache - minor health gone
2 + 2 + 5 = Woozy - Villager spins and sits
2 + 3 + 3 = Awful - makes Villager sick
2 + 3 + 4 = Energy - runs short while
2 + 3 + 5 = Must exercise!
2 + 4 + 4 = Nasty, bitter
2 + 4 + 5 = Has to Go! Nature Calls!
2 + 5 + 5 = Sleepy - sits/lies down
3 + 3 + 3 = Minor Health given
3 + 3 + 4 = Medium Health given
3 + 3 + 5 = Nasty, bitter
3 + 4 + 4 = Medium Health given
3 + 4 + 5 = Feels Hungry (eats a lot)
3 + 5 + 5 = Nasty, bitter
4 + 4 + 4 = In a Trance
4 + 4 + 5 = Hiccups - Villager hiccups & jumps
4 + 5 + 5 = Nasty, bitter
5 + 5 + 5 = Fun - acts like child
NATURE FACTION
6 + 6 + 6 = Itchy
6 + 6 + 1 = Feel Better
6 + 6 + 2 = Sleepy - sits/lays down
6 + 6 + 3 = Feel Better
6 + 6 + 4 = Feel Better
6 + 6 + 5 = Awful - makes Villager sick
6 + 1 + 1 = Soapy - hiccups floating bubbles
6 + 1 + 2 = Burns - minor health gone
6 + 1 + 3 = Feel Better
6 + 1 + 4 = Fertile
6 + 1 + 5 = Hiccups - Villager hiccups & jumps
6 + 2 + 2 = Gets rid of sharks (several villagers take to ocean)
6 + 2 + 3 = Nasty, bitter
6 + 2 + 4 = Burns - minor health gone
6 + 2 + 5 = Has to Go! Nature Calls!
6 + 3 + 3 = Too hot - tries to cool off
6 + 3 + 4 = Feel Better
6 + 3 + 5 = Nasty, bitter
6 + 4 + 4 = Having an epiphany in a trance nothing
6 + 4 + 5 = Stomachache - minor health gone
6 + 5 + 5 = Nasty, bitter
MAGIC FACTIO-
7 + 7 + 7 = Paralyzed ...can't move...
7 + 7 + 1 = Burns - minor health gone
7 + 7 + 2 = Sleepy - sits/lies down
7 + 7 + 3 = Nasty, bitter
7 + 7 + 4 = Burns - minor health gone
7 + 7 + 5 = Awful - makes Villager sick
7 + 1 + 1 = Gets rid of sharks (several villagers take to ocean)
7 + 1 + 2 = Burns - minor health gone
7 + 1 + 3 = Scientific Clarity
7 + 1 + 4 = Yummy!
7 + 1 + 5 = Yummy!
7 + 2 + 2 = Nasty, bitter
7 + 2 + 3 = Who turned out the lights?!
7 + 2 + 4 = Feels Smarter
7 + 2 + 5 = Has to Go! Nature Calls!
7 + 3 + 3 = Freezing - Tries to get warm
7 + 3 + 4 = Feel Better
7 + 3 + 5 = Nasty, bitter
7 + 4 + 4 = Epiphany/Trance
7 + 4 + 5 = Stomachache - minor health gone
7 + 5 + 5 = Whoa! Teleports villager near beach
Puzzle 1
The First Chief. Drop all your villagers on the robes in the amphi-
theater: any villager except nursing moms can become chief. If you can't find
your chief right away, wait until the moms no longer have babies and drop them
on the robe. (You will need to repeat this process each time the chief dies.)
Puzzle 2
The Bee Hive. First, light the fire (collect wood and dry grass in
the firepit, then light the fire). Then drop an adult villager on the burned
out torches near the hive. He/she will return the torch to the hive and calm
the bees so you can collect honey.
Puzzle 3
The Alchemy Lab. You will need an Adept Scientist (or more than one).
Scattered around the village (random locations) are 2 colored pots (red or
yellow with white stripes), a brown pot, a gray bowl with spoons, and a short
spear (orange-brown handle with gray blade). Drop your scientist(s) on each
item and they will return it to the lab - if they drop the item before reaching
the lab, it will warp back to where you found it originally. Returning all five
items solves the puzzle.
Puzzle 4
The Roster of the Dead. At the far right of the map (use keyboard
shortcut '3' to get there) is a grassy area - at the upper right of this area
is a big leafy bush. Have your villagers remove these leaves, which uncovers
the roster of the dead (they will gain building skill; trained builders can
accomplish this faster).
Puzzle 5
Weather Dancing. You will need Level 2 Leadership, a tribal chief,
and 3 Adept Farmers. First, drop the chief on your lit fire. He/she will begin
weather dancing. Then drop the farmers on the fire, and they will join in. You
will know they are successful when sparkles appear over their heads and under
their feet.
Puzzle 6
The Lift. You will need 3 Adept Builders and Level 2 Restoration.
Once you have purchased the tech, drop your 3 builders on the "strange machine"
in the orchard. Make sure their action line reads "repairing the lift". If you
have done this correctly, the lift will be repaired.
Puzzle 7
The Rubble. You will need Level 2 Restoration. Drop a villager
(preferably a builder) on the pile of rocks at the bottom of the map. He/she
will clear away the rocks, gaining building skill (builders will accomplish
this task faster).
Puzzle 8
The Ancient Bath. You will need to have completed Puzzle 3 and have
a Master Builder. Drop your builder on the "chalkboard" in the alchemy lab
(he/she will "see" it if you fly them over the lab) - he/she will create the
the plans for the bath. Drop your builders on the bath to complete the project.
Puzzle 9
The Statue. You will need Level 3 Restoration, Level 3 Leadership, a
tribal chief, a Master Builder, and a completed bath (solved Puzzle 8). Drop the
Master Builder on the chalkboard (which will be blank after the bath is
completed),
and he/she will draw up plans for the statue. Drag an adult villager (not a
nursing
mom) up the path to the door until he/she "Sees a good place to anchor the
statue"
-- this villager is more likely to be successful if he/she has some building
skill.
That villager will then build scaffolding to help anchor the statue. Your chief
must direct work on the statue, so drop him/her on the statue to begin this
process
- if the chief stops directing work, then progress will halt until you return
the
chief to his/her duties. Once the chief is directing, you can then drop builders
on the statue to help "pushing the statue". The villagers must push the statue
up
the path towards the door - this will take several hours (you can click on the
statue to bring up a timer in the status bar that will help you determine how
long
is left - but this time depends on how many builders you have working on the
project
and may increase if builders leave the project). Your builders may occasionally
complain that "there is no more room to help out" - only a limited number of
builders can work on the statue at any given time.
Puzzle 10
The Orchard. You should plant your first seed as soon as the game
starts: this first seed is located next to the ruined lift: drop one of your
adult
villagers on this seed and he/she will plant it. To gather the next two seeds,
you
will need to have completed Puzzle 6 (The Lift). As soon as a rain storm starts,
place an adult villager (but not a nursing mom) on the lift (his/her action line
should read "Standing on the Lift") Leave the villager there until the lift
reaches
its highest point, when a seed will fall from the tree above. Drop the villager
on
the seed to plant it. You will need to plant a total of 3 seeds (the original
plus
two from the lift) to complete the orchard - the puzzle will be completed once
all
three trees have become mature (and start producing fruit - it takes about 8
hours
on 'normal' speed for the tree to mature). Additional seeds (beyond the first
three)
will not be planted, but will instead be placed in the food bin.
(Note: If you have trouble getting to the lift before it starts to go up, you
may
wish to pause the game with the spacebar when you see the rain start before
finding
a villager. You will need to unpause the game to see their status line to make
sure
they are properly placed.)
Puzzle 11
Banishing the Sharks. You will need to have completed Puzzle 3 and
have at least Level 2 in your chosen faction, Nature or Magic.
For NATURE: collect the following herbs for a potion: 2 X Black Orchid, 1 x
Pitcher
Plant.
For MAGIC: collect the following herbs for a potion: 2 X Rose, 1 x Berry.
Have an adult villager (not a nursing mother) drink the potion. He/she will take
a
vial to the ocean. How the sharks are actually dealt with depends on the faction
chosen (the nature potion is a shark repellant, the magic potion "charms" the
sharks
so they won't bother the villagers).
Puzzle 12
Aromatherapy. You will need to have completed Puzzle 8, have Level 3
Medicine, and a Master Doctor. Drop your Master Doctor in the completed bath.
He/she will fill the bowls around the bath with Lotus plants ("doing
aromatherapy").
Then drop a Master Doctor on the fire to light the burners and finish the
puzzle.
Puzzle 13
The Ash Key. Later in the game (after at least one fire cycle - 10
hours on fast speed), you will notice sparkles around the fire. Let your fire go
out
(do not replenish it with firewood) - a diamond will appear in the ashes. The
diamond
will be too hot to pick up initially (it was in a fire, don't forget). To cool
the
key, drop adult villagers on the rightmost of the two waterfalls (where they go
to
drink and do laundry). They will gather water and drop it on the key. They will
need
to do this several times (8-10, at least) to make the diamond cool enough to
touch -
your villagers won't repeat this task on their own, so you will have to make
them
do it by dropping them on the waterfall. When the villagers no longer bring
water
to the fire (they'll revert to drinking from the waterfall when you drop them on
it),
drop a villager on the key - they will take it to the door and solve the puzzle.
You will need to repeat this step if they drop the key before reaching the door.
Puzzle 14
The Hanging Key. You will need to have solved Puzzle 3. Collect the
following herbs for a potion: Cactus, Rose, Lotus. Make the potion and have
villager
(other than a nursing mom) drink it. That villager should feel "light and
springy!".
Drop them near the pink diamond (the hanging thing) just above the Rose plant -
their status line should read "trying to reach the key". They will jump up,
collect
the key, and place it in the door. If they drop the key before reaching the
door,
you will have to resolve this puzzle.
Puzzle 15
The Clam Key. You will need to have solved Puzzle 9. Once the statue
is completed, a pearl will appear. Have a Master Builder pick up the pearl -
he/she will take it to the waterfall to be "finished". Then have the tribal
chief
pick up the finished blue pearl: the chief will use the pearl to get the key
from
the giant clam and will then put the key in the door. (As with the other key
puzzles,
you may have to repeat parts of the puzzle if the key is dropped before it gets
to
the door).
Puzzle 16
The Sun Dial. You will need to have solved Puzzles 13, 14, and 15.
Once all three keys are in the door, the sun dial room will be revealed. Drop a
villager on the sun dial until it reaches the position at the furthest left
(there are three locations for the sun dial). When a beam of sunlight hits
the sun dial, ghostly figures will appear in the room. Drop a villager on those
ghosts and the mystery of the secret city will be revealed!
Potion Combination Result:
1 - Rose
2 - Black Orchid
3 - Cactus
4 - Lotus
5 - Tiger Lily
6 - Pitcher plant
7 - Berry
Ingredients Result
1 + 1 + 1 = Romantic/Embrace
1 + 1 + 2 = Feels Lonely
1 + 1 + 3 = Fertile
1 + 1 + 4 = Happy feet - Dances
1 + 1 + 5 = Stinky Breath - Villager burps green cloud
1 + 2 + 2 = Stomachache - minor health gone
1 + 2 + 3 = Burns - minor health gone
1 + 2 + 4 = Awful - makes Villager sick
1 + 2 + 5 = Burns - minor health gone
1 + 3 + 3 = Yummy - Kids drink
1 + 3 + 4 = Light & Springy (Villager able to get pink diamond)
1 + 3 + 5 = Blannesamagawa loomajoobamooga!! (crazy!)
1 + 4 + 4 = Fertile
1 + 4 + 5 = Woozy - Villager spins and sits
1 + 5 + 5 = Fun - acts like child
2 + 2 + 2 = Yikes! Half health gone
2 + 2 + 3 = Stomachache - minor health gone
2 + 2 + 4 = Stomachache - minor health gone
2 + 2 + 5 = Woozy - Villager spins and sits
2 + 3 + 3 = Awful - makes Villager sick
2 + 3 + 4 = Energy - runs short while
2 + 3 + 5 = Must exercise!
2 + 4 + 4 = Nasty, bitter
2 + 4 + 5 = Has to Go! Nature Calls!
2 + 5 + 5 = Sleepy - sits/lies down
3 + 3 + 3 = Minor Health given
3 + 3 + 4 = Medium Health given
3 + 3 + 5 = Nasty, bitter
3 + 4 + 4 = Medium Health given
3 + 4 + 5 = Feels Hungry (eats a lot)
3 + 5 + 5 = Nasty, bitter
4 + 4 + 4 = In a Trance
4 + 4 + 5 = Hiccups - Villager hiccups & jumps
4 + 5 + 5 = Nasty, bitter
5 + 5 + 5 = Fun - acts like child
NATURE FACTION
6 + 6 + 6 = Itchy
6 + 6 + 1 = Feel Better
6 + 6 + 2 = Sleepy - sits/lays down
6 + 6 + 3 = Feel Better
6 + 6 + 4 = Feel Better
6 + 6 + 5 = Awful - makes Villager sick
6 + 1 + 1 = Soapy - hiccups floating bubbles
6 + 1 + 2 = Burns - minor health gone
6 + 1 + 3 = Feel Better
6 + 1 + 4 = Fertile
6 + 1 + 5 = Hiccups - Villager hiccups & jumps
6 + 2 + 2 = Gets rid of sharks (several villagers take to ocean)
6 + 2 + 3 = Nasty, bitter
6 + 2 + 4 = Burns - minor health gone
6 + 2 + 5 = Has to Go! Nature Calls!
6 + 3 + 3 = Too hot - tries to cool off
6 + 3 + 4 = Feel Better
6 + 3 + 5 = Nasty, bitter
6 + 4 + 4 = Having an epiphany in a trance nothing
6 + 4 + 5 = Stomachache - minor health gone
6 + 5 + 5 = Nasty, bitter
MAGIC FACTIO-
7 + 7 + 7 = Paralyzed ...can't move...
7 + 7 + 1 = Burns - minor health gone
7 + 7 + 2 = Sleepy - sits/lies down
7 + 7 + 3 = Nasty, bitter
7 + 7 + 4 = Burns - minor health gone
7 + 7 + 5 = Awful - makes Villager sick
7 + 1 + 1 = Gets rid of sharks (several villagers take to ocean)
7 + 1 + 2 = Burns - minor health gone
7 + 1 + 3 = Scientific Clarity
7 + 1 + 4 = Yummy!
7 + 1 + 5 = Yummy!
7 + 2 + 2 = Nasty, bitter
7 + 2 + 3 = Who turned out the lights?!
7 + 2 + 4 = Feels Smarter
7 + 2 + 5 = Has to Go! Nature Calls!
7 + 3 + 3 = Freezing - Tries to get warm
7 + 3 + 4 = Feel Better
7 + 3 + 5 = Nasty, bitter
7 + 4 + 4 = Epiphany/Trance
7 + 4 + 5 = Stomachache - minor health gone
7 + 5 + 5 = Whoa! Teleports villager near beach