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Brickroad
12-28-2008, 03:06 PM
"By the time you see this
message I will have been long
gone from RHEM. If fate has
kept you a prisoner here I can
offer you the opportunity to
return to your own world.
But I will need your help.
In RHEM is a letter I have
written to my brother. If you
help me get this letter to my
brother ZETAIS I can help
you get back to your world."

-KALES


http://scibbe.com/stash/lprhem/rhem_01a_0001.png

RHEM is a point-and-click adventure game that came out in 2004. It was made entirely by one man, Knut Müller, who quite possibly has the most cartoonishly oversized evil-genius brain in Germany. RHEM is the kind of game you could never get from a big company, or even a small team of developers. The unity and intricity of RHEM is the stuff that can only come from a solitary mind. Much in the same way someone could look over Jonathan Blow's shoulder and tell him the pretentious backstory adds nothing to his game, so too would a meddling voice look over Müller's and tell him the puzzles are too hard, the pathways are too knotted, the clues too obscure. For better or worse, both games are the product of a single man's vision. Playing these games, you can really tell that all of their brilliance and foibles originated in a single head.

The RHEM website, and by extension Müller's homepage, is here (http://rhem-game.com/).

So what is RHEM?
I hate calling RHEM a Myst clone. It is, and it isn't. Like Myst, you wander around and discover clues and solve puzzles. Like Myst, you have no inventory; everything is solved through interaction with the environment. Like Myst you are alone and abandoned in an alien place. But Myst is the Mario Bros. to RHEM's Super Mario World. RHEM doesn't really do anything new beyond the ideas chiseled in stone by Myst, but it does everything on such a grander scale. It takes the basic game paradigm and kicks it up tenfold. In Myst you solve a puzzle to get a page, then bring the page back. In RHEM you explore the world to find the pieces of a puzzle, then identify what the puzzle is, then solve it, to get the piece to another puzzle, which you must then find the remainder of, and then solve that puzzle, in order to open up a part of the world beyond which lays another layer of puzzles. You'll see what I mean as we go forward.

Okay, so how we doin' this?
I could just go through the game, screenshot all the clues, screenshot all the puzzles, write captions along the lines of "this clue goes with this puzzle, here's how I solved it, here's the solution". But then the LP probably wouldn't be any different from the walkthroughs you can already find out there, and the internet already has enough of those. So what I'm going to do is present you guys with as much information about RHEM as I possibly can and let you work it out.

Each update will explore an area of the maze, show you the signs and machines I come across, and (hopefully) let you put it together. I'll end each update with a list of UNRESOLVED ISSUES to point you in the right direction. You guys will have to discuss the information and what clues you've seen in order to deduce which of those issues can be addressed. You'll have to take notes and work equations. You might have to double-back through the thread to look at old clues which either weren't relevant before, or have become relevant again now that new information has come to light.

That means you have to actually work!
That's right, this is a Let Us Play in the truest sense of the word. Just like it wouldn't be any fun for me to cut/paste a walkthrough into my LP, it wouldn't be any fun for you to run to a walkthrough and then blurt out the solution here in the thread. I don't think anyone here will actually act in bad faith, though. Hopefully you guys will actually have fun examining the clues and working out the puzzles. If not I'm afraid this LP is going to die a slow and torturous death.

http://scibbe.com/stash/lprhem/rhemnotes.jpg
Pictured: half of my actual game notes from 2004.

But come on, I solved this game by myself in the span of about a week, and I'm just barely smart enough to get my shoes tied. If a troglodyte like Brickroad can do it on his own, surely the collective intelligence of Let's Play Already! is up to the task.

I'll help by answering questions, providing links backwards in the thread for specific information you might need, Or going to a place in the game world you want to take a more careful look at. Just let me know what you need, and I am ever your faithful guide.

Okay guys I've wall-o-texted you enough. (Seriously, there's like five times more text in this post than there is in the entire game.) Let's do this. Let's play RHEM.

Brickroad
12-28-2008, 03:07 PM
http://scibbe.com/stash/lprhem/rhemmap.gif
Okay okay, just a little more wall-o-texting. I'd like to talk just a bit about spatial puzzles, because RHEM is full of them.

First off, here's a lovely map which originated here (http://www.fisicx.com/rhem/rhemmaps.htm). This map was the only spoiler I allowed myself when I first solved the game. By the time I downloaded it I had already mapped about 90% of the game by hand, but the maps were spread across multiple sheets of graph paper and were pretty squashed down in places. Having a full map to reference doesn't even spoil much of the game, aside from showing you some new avenues of exploration when you realize this room is behind that wall, or whatever.

It's impossible to get a sense of your position in the maze without actually clicking through it, and there's no way in hell I'm going to screenshot every single spot from every single angle. I'm going to try and solve this little problem by ignoring it. You'll get a tour of the maze and I'll present you with the puzzles and clues, and that should be enough. If you really feel like knowing the exact pinpoint location of something will be the breakthrough you need, let me know and I'll point it out on the map.

Okay no for reals let's play RHEM.

Brickroad
12-28-2008, 03:08 PM
http://scibbe.com/stash/lprhem/rhem_01a_0002.png
The game opens on a moving railcar that slowly meanders along its track.

http://scibbe.com/stash/lprhem/rhem_01a_0003.png
http://scibbe.com/stash/lprhem/rhem_01a_0004.png
http://scibbe.com/stash/lprhem/rhem_01a_0005.png
http://scibbe.com/stash/lprhem/rhem_01a_0006.png
http://scibbe.com/stash/lprhem/rhem_01a_0007.png
http://scibbe.com/stash/lprhem/rhem_01a_0008.png
http://scibbe.com/stash/lprhem/rhem_01a_0009.png
http://scibbe.com/stash/lprhem/rhem_01a_0010.png
Looks like the end of the line.

http://scibbe.com/stash/lprhem/rhem_01a_0011.png
http://scibbe.com/stash/lprhem/rhem_01a_0012.png
Or not! The bridge we just crossed swings into place ahead of us, and the gate opens up, allowing us to continue on through.

http://scibbe.com/stash/lprhem/rhem_01a_0013.png
http://scibbe.com/stash/lprhem/rhem_01a_0014.png
http://scibbe.com/stash/lprhem/rhem_01a_0015.png
A crashed railcar. Looks like the last guy to come this way had an accident. Wonder if he's still around here somewhere.

http://scibbe.com/stash/lprhem/rhem_01a_0016.png
The railcar stops and the door opens. Welcome to RHEM.

Brickroad
12-28-2008, 03:11 PM
http://scibbe.com/stash/lprhem/rhem_01b_0001.png
There's a button on the console at the front of the railcar. Pushing it causes the railcar to lurch forward momentarily, then rock back into place. If the railcar were facing the other direction this might just be our ticket out of RHEM.

If you're referencing the map, we came in on the track leading in from the east and curved around to the small circular room labeled Arrival Point.

http://scibbe.com/stash/lprhem/rhem_01b_0002.png
Stepping out of the railcar and turning around gives us a good look at it. Also note the track is embedded in some kind of circular plate. It looks like our goal is to find a way to spin the plate 180°, then hop back in the railcar and push the "forward" button.

http://scibbe.com/stash/lprhem/rhem_01b_0003.png
The path out of the Arrival Point is pretty straightforward. It goes through this doorway then turns left and heads up some stairs. Opposite us we can see another stairway, but it's not connected to the path we're on.

http://scibbe.com/stash/lprhem/rhem_01b_0004.png
Climbing the stairs puts us on a catwalk above the rail.

http://scibbe.com/stash/lprhem/rhem_01b_0005.png
Continuing forward on our catwalk, we approach the large Round Building from the east. As you'll soon see, this building is going to be the center of our world for a while, at least until we're out of the first area of RHEM.

http://scibbe.com/stash/lprhem/rhem_01b_0006.png
A door with a big red button on it. You know what that means!

http://scibbe.com/stash/lprhem/rhem_01b_0007.png
The door opens up to reveal not a large round building, but a narrow wooden hallway.

http://scibbe.com/stash/lprhem/rhem_01b_0008.png
The hallway only goes one direction, but curves around to the right to another door. This one looks to head out to the north. There must be more to this building than meats the eye.

http://scibbe.com/stash/lprhem/rhem_01b_0009.png
Exiting the Round Building from the north, we head across a short catwalk and through a doorway.

http://scibbe.com/stash/lprhem/rhem_01b_0010.png
This leads into a small room with no roof. (Yes, that white expanse is the sky, not fancy halogen lighting. RHEM's graphics are functional, but not phenomenal.) The room is divided in half by a wall, so we have to zigzag around it.

http://scibbe.com/stash/lprhem/rhem_01b_0011.png
There's a window in the northern wall of the small room. Cool! I dig windows!

http://scibbe.com/stash/lprhem/rhem_01b_0012.png
Looking down from the window we see what looks to be a bridge suspended on a brick column below us. The bridge leades east/west, and there's an empty doorway to the north. Very curious indeed.

http://scibbe.com/stash/lprhem/rhem_01b_0013.png
Facing west while at the window, we discover a ladder leading down.

http://scibbe.com/stash/lprhem/rhem_01b_0014.png
Sure enough, taking the ladder down brings us to a doorway on the first floor of the small room.Facing north we can see the bridge close-up. Looks like it can be rotated to face east/west or north/south, but not both at once.

As we go forward we'll see a lot of these types of situations, where opening one path closes another. Sometimes this bridge will need to face one direction, sometimes the other, and obviously it can't be controlled from this side anyway. This means either we'll have to find a route that brings us through the east or west doors, or find the controls to swing it around.

http://scibbe.com/stash/lprhem/rhem_01b_0015.png
The rotating bridge is a dead end. Back through the small room and into the Round Building we go. Opening the north door and entering, we spy another ladder which we passed by the first time.

RHEM loves doing this too: hiding routes just outside of your peripheral vision. You don't really see this ladder as you walk through the wooden hallway from the other direction, so unless you specifically turn in place to look for it you will miss it. Of course if this happens you hit the dead end and are forced to turn back, whereupon you see it immediately. This one's a freebie, though; the rest of the game you really have to be on your toes and examine everything from every angle you can think of.

Brickroad
12-28-2008, 03:15 PM
http://scibbe.com/stash/lprhem/rhem_01b_0016.png
Down the ladder and into the bowels of the Round Building. We can get a good look at everything from here.

http://scibbe.com/stash/lprhem/rhem_01b_0017.png
Facing east...

http://scibbe.com/stash/lprhem/rhem_01b_0018.png
...and then facing west gives us a better sense of how this building works. There are doors on either side of us here on the bottom level that don't have pathways connected to them. This is a good indicator that there's probably a way to move the pathway we're standing on. Note also there is what looks like a spyglass partway up the western wall. If we could get a look through that we would be able to see more of the interior of the Round Building.

http://scibbe.com/stash/lprhem/rhem_01b_0019.png
Facing north is another door, here on the bottom level. Big red button go!

http://scibbe.com/stash/lprhem/rhem_01b_0020.png
The door whooshes open and a rocky pathway extends before us.

http://scibbe.com/stash/lprhem/rhem_01b_0021.png
Turning to look at the closed door from the outside, we find a button labeled with a cross. Pressing the button doesn't do anything, though; it just makes a loud BZZT! sound. The BZZT! sound becomes your best friend and worst enemy in RHEM. It means one of three things: either the button doesn't have power running to it (and so won't function) or it is trying to move something in a physically impossible way (say, trying to lower an elevator when it's already on the lowest floor), or it's trying to move something into a state it's already in (say, trying to open a door that's already open). We like this sound because it offers very clear feedback: THIS DOESN'T WORK. It means we're missing something. But we hate it because it is the most prevalent obstacle in the game. Practically every button and device has at least one state that BZZT!s at you, and often the puzzle is trying to get the BZZT! to go away.

So whatever this cross-labeled button is going to do, it's not going to do it right now. We can make some educated guesses though. We know the walkway inside the Round Building will move in some way, and just outside the door of said building would be a good place to put a control button. But yeah, like I said, right now it's BZZRT!ing at me so there's not much that can be done with it at the moment.

http://scibbe.com/stash/lprhem/rhem_01b_0022.png
Facing south from outside the door, we see our path curves around the outside of a small lake. The entirety of the Round Building is suspended above the water.

What's that weird fenced-in thing over there? Let's get a closer look.

http://scibbe.com/stash/lprhem/rhem_01b_0023.png
Kind of hard to see anything through the fence, except that the lower western door of the Round Building leads out to it.

http://scibbe.com/stash/lprhem/rhem_01b_0024.png
The path we're on curves around to the south and enters this rocky area. The catwalk above us is the one we crossed earlier, which connects the Arrival Point to the Round Building.

The stairs are the obvious way forward, of course, but not the only way.

http://scibbe.com/stash/lprhem/rhem_01b_0025.png
Stepping past the stairs we see a doorway tucked up underneath them! The door is very difficult to see unless you stand on the catwalk above which you can't access easily from here, and which you might not even recognize as the same catwalk when you found it. I actually missed this doorway for a long, long time when I played the game a few years ago and discovered it eventually through sheer stubborn determination. Finding this door which had been staring me in the face the entire game was when I decided my maps weren't up to snuff and caused me to go download a complete one, which of course just showed me that my maps were pretty much fine and I just hadn't been exploring thoroughly enough.

"Hey Brick! Stop talking about the damn door and walk through it!"

Okay.

http://scibbe.com/stash/lprhem/rhem_01b_0026.png
The doorway leads east onto a pathway which abruptly turns north along the water here. It crosses a bridge end ends in a stairway leading up.

http://scibbe.com/stash/lprhem/rhem_01b_0027.png
The stairs don't lead into a building, but rather to this small landing which either heads down again (to the north) or through a doorway (to the east).

http://scibbe.com/stash/lprhem/rhem_01b_0028.png
Looking through the door, we see our path is blocked yet again by a metal grate.

http://scibbe.com/stash/lprhem/rhem_01b_0029.png
Peering over the metal grate we can see a platform far below us. If we could raise it up, and then find some way to lower the grate, we could walk across.

http://scibbe.com/stash/lprhem/rhem_01b_0030.png
Taking a step back to the landing and then heading down the stairs to the north reveals a winding walkway. At the end of the walkway is a strange machine. To our north, and high above us, we can see a building suspended on brick columns with what looks like a wooden balcony attached to it. If we were to stand on that balcony and look south we'd have a perfect view of the lowered platform we just saw upstairs.

Brickroad
12-28-2008, 03:17 PM
http://scibbe.com/stash/lprhem/rhem_01b_0031.png
The machine has seven buttons and a viewscreen, but doesn't do much of anything. Fiddling with the buttons doesn't yeild much in the way of feedback. After pushing four buttons the machine waits a moment, then pops them back out. What this tells me is, whatever button combination is necessary to activate this machine, it's going to be four items long. The way the buttons can't be pushed twice in a row tells me that whatever the sequence is, it will involve four unique buttons; you can't press the same button twice in a row.

Not much else I can do with this machine until I know how to use it, so this is another dead end.

http://scibbe.com/stash/lprhem/rhem_01b_0032.png
We head back through the hidden doorway to the rocky area with the stairs, and climb them.

http://scibbe.com/stash/lprhem/rhem_01b_0033.png
This takes us south across a catwalk that overlooks the rail. The stairs across from us are the ones just outside the Arrival Point which lead us over to the Round Building.

http://scibbe.com/stash/lprhem/rhem_01b_0034.png
Continuing south brings us to a canyon area.

http://scibbe.com/stash/lprhem/rhem_01b_0035.png
The canyon curves off to the west, and leads on for some time before coming to this fork. One path turns off to the north into another section of the canyon, and the other goes through the stone doorway.

http://scibbe.com/stash/lprhem/rhem_01b_0036.png
The doorway leads to a very small stone room which has only one exit on its south wall.

http://scibbe.com/stash/lprhem/rhem_01b_0037.png
South through the door brings us to another lake. The path turns west over a small wooden bridge.

http://scibbe.com/stash/lprhem/rhem_01b_0038.png
A few steps beyond the bridge yields another fork. We can continue west over a second bridge, or take the path north.

http://scibbe.com/stash/lprhem/rhem_01b_0039.png
It's actually not much of a path, more like a small alcove. Looks like another button box.

http://scibbe.com/stash/lprhem/rhem_01b_0040.png
This one behaves exactly like the one beyond the hidden door, except this one has red buttons instead of purple. This tells me the button box wasn't a standalone puzzle, but something on a much grander scale. They're kind of important, especially early on the game, so I'll capitalize them and use them as landmarks. So remember: the Red Button Box is south through the canyon and across a bridge, the Purple Button Box is through a hidden door under som stairs near the Arrival Point.

http://scibbe.com/stash/lprhem/rhem_01b_0041.png
Crossing that second bridge leads us to a new area of RHEM, separated off from the area we just left with a brick wall.

http://scibbe.com/stash/lprhem/rhem_01b_0042.png
The path winds around to a wooden wall and a curious sign.

http://scibbe.com/stash/lprhem/rhem_01b_0043.png
Another dead end. Let's take a look-see.

http://scibbe.com/stash/lprhem/rhem_01b_0044.png
There's our wooden walkway, far below us. Right now we're facing west just outside the Four Way Tower. If we could get that walkway up to our level we could explore the tower and anything beyond it.

http://scibbe.com/stash/lprhem/rhem_01b_0045.png
This sign is our only clue, but it seems pretty straight forward: raise the water level of the lake and the walkway will float up and become crossable.

Brickroad
12-28-2008, 03:23 PM
http://scibbe.com/stash/lprhem/rhem_01b_0046.png
Having hit another dead end, we double back to the canyon and take that northern path. It actually doens't continue north, but rather heads off to the east, meaning the canyon area consists of two parallel east/west paths that connect at this point.

http://scibbe.com/stash/lprhem/rhem_01b_0047.png
The northern canyon path leads underneath the doorway to the Arrival Point, where someone confronts us. The gist of it is: he's the guy who crashed the railcar we saw coming in, and now that we're here he's going to abscond with our vehicle. Looks like while we were off exploring catwalks and playing with button boxes, he activated the control to spin the railcar around.

This guy is also the biggest prick-ass in the universe, because he's not even going to wait for us to run back up there real quick. Apparently RHEM is such a completely unbearable place that the though of another ten minutes for the sake of his fellow prisoner isn't even worth considering. He is nice enough to wish us luck, though!

"Hey Brick, good job cropping off the edges of that guy's dialogue!"

http://scibbe.com/stash/lprhem/rhem_01b_0048.png
Okay, I can't even believe that jerk would haul ass out of here on my railcar like that, I mean that's just ice cold shit right there. Nothing for it, though, except to continue northward on this path. Looks like we're approaching the Round Building again, this time on the bottom level.

http://scibbe.com/stash/lprhem/rhem_01b_0049.png
Here's the lower west Round Building door, which means it's just below the door we used to enter it the very first time. It also means we're close to the opposite side of the fenced-in area we saw earlier.

http://scibbe.com/stash/lprhem/rhem_01b_0050.png
First thing's first: another cross-labeled button. This one BZZRT!s at me too, though.

http://scibbe.com/stash/lprhem/rhem_01b_0051.png
One step beyond the door and, sure enough, there's the spyglass. Let's take a peek.

http://scibbe.com/stash/lprhem/rhem_01b_0052.png
Here's our look inside the Round Building. It looks like if you were to enter the building on the top level you could either walk forward and take the ladder down (ending up at the door below the one you entered through) or veer off and exit the upper-level door to your left.

Also note that the wooden walkway is in a different position from where we left it. We originally entered in the upper-west and left through the lower-north. That means the top-only position was facing west, whereas now the top-only position is facing south. Someone must have turned the walkway while we were out and about, then left through the upper-west door and walked to the Arrival Point and then drove off in our railcar god damn it.

http://scibbe.com/stash/lprhem/rhem_01b_0053.png
Into the Round Building, up the ladder, then out the western door. If I'm quick maybe I can catch that guy before he gets too far! This is the very first catwalk we walked across. If you look VERY closely forward and off to the left you can see the square hiden door underneath the stairs below me, which lead out to the Purple Button Box. We can also see a building off to our right which we carelessly walked passed earlier.

http://scibbe.com/stash/lprhem/rhem_01b_0054.png
It's a sqare brick building which is very clearly connected to both southern entrances of the Round Building. Since the walkway inside has been turned 90° clockwise, we could get into the upper level of that building right now if we wanted. But then we'd miss our ride for sure! Let's hurry.

http://scibbe.com/stash/lprhem/rhem_01b_0055.png
Our railcar is gone. The son of a bitch really did it! Now that the railcar isn't in our way anymore, we can walk a ways down the track, though.

http://scibbe.com/stash/lprhem/rhem_01b_0056.png
There's the smashed railcar that guy was talking about. Looks like he did a real number on it.

http://scibbe.com/stash/lprhem/rhem_01b_0057.png
Sure enough, by the time we arrive back at the rotating railway bridge it's been rotated away from us, blocking our egress forever. We're trapped.

http://scibbe.com/stash/lprhem/rhem_01b_0058.png
RHEM awaits us.

UNRESOLVED ISSUES

A rotating bridge north of the Round Building, locked into the east/west position, that we cannot cross.
An incomplete platform that looks like it can be raised into position.
Two Button Boxes that are fun to play around with, but don't really do anything apparently useful.
A bridge we can't cross on account of the water level being too low to float it up to our level.
At least two buttons on the outside of the lower level of the Round Building which haven't done anything.
The upper level of the Round Building now exits into a small room which hasn't been explored yet.

Aquadeo
12-28-2008, 04:15 PM
Okay, first issue is the sign on the left there, which is very clearly portraying seven squares similar to the button boxes. We have an X row, a Y column, and a plus sign.

X+Y=

_453_
7___9
6___8

So, now there's an order to those buttons (3 through 9), at least.

Merus
12-28-2008, 10:05 PM
You are an insane genius, Brickroad. I've been wanting to tackle Rhem for ages - I can't just download the game like a civilised person, I have to either order a disk from a German website or pirate it from a torrent, and you know how many people are going to be seeding a game for people who found Myst pedestrian? Not many.

Edit: Although I loved how realMyst/Myst 5 actually let you wander freely. I think it'd be a big help for games like Rhem, where they try to be sneaky and hide things out of view. That's not sneaky. That's cheating.

Loki
12-29-2008, 07:48 AM
I am super excited about this Let's Play.

X+Y=

_453_
7___9
6___8

So, now there's an order to those buttons (3 through 9), at least.

But wait. This doesn't seem right because we need to find a 4 character long combination, not a nine...

Also, I vote we check out that little small brick building south of the round building as we now have access to it and we don't want to close it off involentarly with our experimentations.

Also: Some of your screenshots are way dark. I couldn't even see the first cross button. Go forth, young lad, and adjust your contrast!

Parish
12-29-2008, 08:01 AM
Based on the intro, I'm assuming this is a Myst/Half-Life hybrid. I will drop by again once you have crowbarred a few headcrabs into submission.

Kirin
12-29-2008, 08:28 AM
I haven't had a chance to read the whole thread-to-date yet, but I just wanted to say that this looks rad.

Merus
12-29-2008, 08:29 AM
Tsk, Parish is silly.

I don't think the number guide we have there is enough on its own - we've got two panels with that layout, and they can't both have the same combination. I'd expect that somewhere we find a red and purple series of numbers.

I agree with Loki that we need to explore the square brick building first before we do anything.

Brickroad
12-29-2008, 08:39 AM
Also: Some of your screenshots are way dark. I couldn't even see the first cross button. Go forth, young lad, and adjust your contrast!

Yeah, they look fine on my home PC but way too dark here at work. I'll monkey with some settings before I take the next batch.

Loki
12-29-2008, 09:07 AM
http://www.scibbe.com/stash/lprhem/rhem_01b_0058.png

The more I look at this the more I think the plus isn't telling us to add the numbers but rather refers to the cross buttons. So that by entering the correct sequence into the panels will active the buttons.

I still don't see the connection between the numbers. Subtracting and multiplying doesn't give us any better results than adding did. I don't think arithmetic is the answer.

Merus
12-29-2008, 09:35 AM
Loki, we still have the problem that we have to get two different sequences out of that somehow. I don't think it can be done in any logical fashion from just that sign. Let's see what the small room has to offer, and go from there.

KCar
12-29-2008, 09:52 AM
The colour of this sign seems to correspond to the second button box - the first was purple, the second was red. I'm still trying to figure out what do do with the numbers, though.

The '4's in the grid highlight four white boxes - could those be the ones you have to press? I doubt that that's the answer, but it's something I would try if I were playing.

Otherwise, I'm going to echo Merus RE: more exploration.

Loki
12-29-2008, 10:14 AM
The other sign is interesting too. It's telling us not to climb on the outside of a trolly. I say we go back to the tipped one and investigate.

Brickroad
12-29-2008, 08:15 PM
Okay, I'll fess up. I didn't actually leave you guys with enough information to actually solve anything yet. It's not exactly a dick move on my part though; I haven't been hiding or holding anything back, it's just the game hasn't given us enough clues yet. This is another way RHEM is really different from Myst. In Myst you have five (or six, in the case of RealMyst) quarantined worlds with puzzles and clues which are all self-contained. If you don't understand something in a Myst age, you have a relatively small area to scour. RHEM is a huge, sprawling mass by comparison. Clues and puzzles are everywhere, and a puzzle's clues aren't necessarily anywhere near the actual puzzle. What's worse, it's very possible for two spots in RHEM to be geographically close, but not actually easy accessible from one another. It's a long walk from the place I was standing when the railcar thief came out to greet me up to where he was.

That's just how RHEM goes. Don't think that because I showed you a puzzle (like the floating bridge by the Red Button Box) you'll be solving it anytime soon. And don't think that just because you've seen a clue (like the sign by the entrance) you'll be using that knowledge in the next puzzle you find.

Anyway, Loki had it in his head to check out the crashed railcar. Okay, I can dig on that. (And hopefully the images are easier to see.)

http://scibbe.com/stash/lprhem/rhem_02_0001.png
There ya go. That's it. Nothing to interact with here, it's just scenery. This is actually probably the only piece of fluff in the entirety of RHEM, by which I mean it's the only decorative object that doesn't help solve any puzzles, nor does it contain any puzzles within it. All you can do with the crashed railcar is look at it, and this is as close as you can get.

I'm about to launch into another tirade about adventure game design, so if that's not your bag just page down to the next picture.

The wreckage of Thiefmeister's railcar illustrate two things I think RHEM gets really, really right that a lot of adventure games get really, really wrong. First, it's not here a red herring. Because it doesn't do anything, it won't send you down on a false trail searching for clues that don't exist. Remember the neat little magic toys in the brothers' bedrooms in Myst? I probably spent an hour playing with that block-and-ball thing, watching the animation over and over, completely convinced it was relevant to the age's puzzle. There was the huge bookshelf full of tomes that offered interesting backstory, but not a lot of information on how to solve the game. The railcar, by comparison, is just there. The guy told us he crashed it, there it is, end of story. Every single thing in RHEM that you can touch, interact with or make move is puzzle-related in some way.

The other thing is a bit more subtle, but I really appreciated it. I've mentioned RHEM doesn't have an inventory. Part of what that means is that it doesn't have any arbitrary puzzles. Let's add a simple crashed-railcar-related puzzle, just for the sake of argument. Say you had to reach in and salvage a gear from the railcar, which you used somewhere else in the game to make a machine work. Pretty simple puzzle, sure; find a gear early in the game, later find a device with a missing gear, Peg A into Slot B. But now envision someone in my exact position in RHEM, but where no railcar had crashed. That person's game would be unsolvable. The missing gear puzzle only works if some event completely unrelated to RHEM occured at some point in the past. That means that RHEM is, on its whole, like a great big toy. It has no missing parts and you can't break it. Every single solution is logical and absolutely everything is fair, and it's pretty much impossible to randomly tumble into a puzzle's solution. Every ounce of progress you make is the product of keen observation, elbow grease, or both.

I'm sure I'll lapse into a few more of these adventure game lectures before it's over with, so I apologize in advance. No I don't.

http://scibbe.com/stash/lprhem/rhem_02_0002.png
Let's explore the square building, shall we? Back into the Round Building then out the south exit we go.

http://scibbe.com/stash/lprhem/rhem_02_0003.png
You're about to learn an important RHEM lesson. Here I am standing in the small building facing north, looking at the Round Building through the open door. The lesson is this:

http://scibbe.com/stash/lprhem/rhem_02_0004.png
...look at every door from both sides. If you can open and close a door from both sides, that means there's a reason for it to be closed from both sides. And if you can't close a door from both sides, but you can get into the room from another direction, that means you need to close it and navigate your way into the room some other way to take a peek.

http://scibbe.com/stash/lprhem/rhem_02_0005.png
This map shows most of where we've been so far. The red dot is our current position, in what I'll call the Control Room. We can see the Round Building, the rotating bridge in the circle just north of it, the Arrival Point in the circle to the south, the Canyon south of that, and lots of twisty passages to the west and north we haven't visited yet. As expected, there are definitely two paths leading out of each cardinal direction from the Round Building: one on the top level and one on the bottom. We've been through both doors in the north and east, just the upper door to the south, and haven't been through either door to the west.

http://scibbe.com/stash/lprhem/rhem_02_0006.png
This viewscreen is mounted on the east wall. Let's take a look.

http://scibbe.com/stash/lprhem/rhem_02_0007.png
The red button activates and deactivates a camera overlooking the Arrival Point. No doubt The Great Train Bandit was in here watching us as we arrived and then staggered out into the world. Dastardly!

http://scibbe.com/stash/lprhem/rhem_02_0008.png
The blue button rotates the circular plate in the Arrival Point 180°. This doesn't do us any good now, obviously, since there's no train sitting on the tracks!

http://scibbe.com/stash/lprhem/rhem_02_0009.png
On the north wall is a box of some kind. Many of RHEM's puzzle controls are located in boxes like this, probably so the designer didn't have to render the puzzle in each individul state from more than one position.

http://scibbe.com/stash/lprhem/rhem_02_0010.png
Here's what the box looks like opened up. It's just a diagram and a single button.

http://scibbe.com/stash/lprhem/rhem_02_0011.png
Pressing the button rotates the center of the diagram 90° clockwise.

http://scibbe.com/stash/lprhem/rhem_02_0012.png
After the second press...

http://scibbe.com/stash/lprhem/rhem_02_0013.png
...and the third. There's something on the last wall to check out, so I'll leave it in this position for now.

http://scibbe.com/stash/lprhem/rhem_02_0014.png
Hey now, this guy done looks familiar!

Brickroad
12-29-2008, 08:17 PM
http://scibbe.com/stash/lprhem/rhem_02_0015.png
It's a Button Box, except the buttons are white instead of purple or red. And instead of doing nothing, each button makes a number appear onscreen. The numbers always appear in the same order, no matter which buttons get pressed. Let's just hit four random ones. One...

http://scibbe.com/stash/lprhem/rhem_02_0016.png
...two...

http://scibbe.com/stash/lprhem/rhem_02_0017.png
...three...

http://scibbe.com/stash/lprhem/rhem_02_0018.png
...four.

http://scibbe.com/stash/lprhem/rhem_02_0019.png
The buttons then pop out and the numbers change color. That sequence of buttons gave me a green 1, a green 2, a black 3 and a purple 4. Pressing a different sequence of buttons gives me the same numbers but different colors.

Let's label the buttons A..G, starting with the lower left one and going clockwise. The sequence we just tried was AGED. Just to be sure, I tried AGED a second time and got the same colors. Here are a few more sequences:

http://scibbe.com/stash/lprhem/rhem_02_0020.png
ABCD

http://scibbe.com/stash/lprhem/rhem_02_0021.png
BCDE

http://scibbe.com/stash/lprhem/rhem_02_0022.png
CDEF

http://scibbe.com/stash/lprhem/rhem_02_0023.png
DEFG

http://scibbe.com/stash/lprhem/rhem_02_0024.png
GFED

http://scibbe.com/stash/lprhem/rhem_02_0025.png
FEDC

http://scibbe.com/stash/lprhem/rhem_02_0026.png
EDCB

http://scibbe.com/stash/lprhem/rhem_02_0027.png
DCBA

I think I've pretty much played with everything in the Control Room now. Time to head out.

http://scibbe.com/stash/lprhem/rhem_02_0028.png
Consarn it all to tarnation! The door to the Round Building won't open! Something I did in the Control Room must have locked it!

http://scibbe.com/stash/lprhem/rhem_02_0029.png
I don't think we can jump off from here either, it's a long way down. Looks like we're stuck here until we figure out what we did, gang. Any ideas?


UNRESOLVED ISSUES:
A White Button Box in the Control Room which spits out the numbers 1, 2, 3, 4 in various colors depending on what buttons were pressed.
A circular diagram in the Control Room that can be rotated into four positions.
The upper-south door into the Round Building is now locked.
A rotating bridge north of the Round Building, locked into the east/west position, that we cannot cross.
An incomplete platform that looks like it can be raised into position.
Two Button Boxes that are fun to play around with, but don't really do anything apparently useful.
A bridge we can't cross on account of the water level being too low to float it up to our level.
At least two buttons on the outside of the lower level of the Round Building which haven't done anything.

Brer
12-29-2008, 10:01 PM
Just want to say that while I simply don't have the spare time/brainpower to participate actively in this LP, I look forward to catching up with it when time allows. It looks awesome and I like the idea, so good luck.

Aquadeo
12-29-2008, 10:39 PM
I'm really starting to like this idea. All right, I'll let someone else worry about rotating puzzles, because I see colours and numbers over here...

Assuming that black isn't a colour here (since that's the colour of half-entered codes), the numbers can turn purple, red, green, and blue. We've already seen the purple and red button boxes, so it's safe to assume that there are blue and green ones around here somewhere.

Now, in all cases where D was pressed fourth, it was purple. Same goes for when C is pressed third. Also, nothing else turned the 3 or 4 purple, so I think that there should be a unique sequence that will result in a purple 1234, which would be very tempting to use on the purple box.

And there is!

Purple: GECD
Red: EB?F
Green: A?DE
Blue: B(C/D)FA

Ah, and there's my problem -- two different buttons turn the 2 blue. Still, we haven't seen the blue box yet. Maybe there'll be something different about it. For the time being, I'd like to find out what gives a red 3, and hold on to those codes for the next time we see those boxes.

Of course, first we have to get out of here.

Lucas
12-29-2008, 10:46 PM
I say we go back to that rotation puzzle and set it so that the L is in the 6 o'clock and 9 o'clock position, then try leaving again.

Stiv
12-29-2008, 10:52 PM
Number colors pretty obviously correspond to the order buttons should be pushed on the boxes of that color. There must be some yellow (green?) set of buttons that we haven't found yet.

I'd be willing to bet rotating that diagram has something to do with the door not wanting to open anymore! This game seems pretty neat.

Brickroad
12-30-2008, 12:54 AM
Ah, and there's my problem -- two different buttons turn the 2 blue. Still, we haven't seen the blue box yet. Maybe there'll be something different about it.

Egads! A typo! The last sequence should be labeled DCBA (and is, now, thanks to the magic of editing!). I'm sure your calculations will make more sense when you allow for that correction.

http://scibbe.com/stash/lprhem/rhem_03_0001.png
Lucas has a solid idea. 6 and 9 o'clock you say? Like this?

http://scibbe.com/stash/lprhem/rhem_03_0002.png
Success! The door opens. Clearly that diagram controls the position of the wooden hallway inside the Round Building. This must be how Trainstealer McThieferton managed to alter its direction while we were out and about.

The hallway is positioned in a new direction this time: off to the west. Let's head that way.

http://scibbe.com/stash/lprhem/rhem_03_0003.png
The upper-west door opens into a new area of RHEM.

http://scibbe.com/stash/lprhem/rhem_03_0004.png
We proceed forward through the small door way and end up at this forked catwalk. We have paths leading off to the north and to the south. There's a path below us that's heading off to the west, too, but we can't get there from here.

http://scibbe.com/stash/lprhem/rhem_03_0005.png
Heading north brings us to a ring of machines to play with. Have you noticed by now that RHEM has absolutely no shortage of machines to play with?

http://scibbe.com/stash/lprhem/rhem_03_0006.png
The one on the right is the Blue Button Box. It reacts just like the others we've seen so far. Looks like you guys might be making headway on the combination for these bad boys; I'll make a note to head back up to the Control Room and fiddle with the White Button Box some more next update.

http://scibbe.com/stash/lprhem/rhem_03_0007.png
The machine on the left is very curious. The slider defaults to the top, and I can slide it to the bottom. It then clicks back up to the top, stopping at each of the three notches. When it stops it shows me a new design. Here's the bottom one...

http://scibbe.com/stash/lprhem/rhem_03_0008.png
...the middle...

http://scibbe.com/stash/lprhem/rhem_03_0009.png
...and the top. But wait a minute.

http://scibbe.com/stash/lprhem/rhem_03_0010.png
When I do it again...

http://scibbe.com/stash/lprhem/rhem_03_0011.png
...it looks as though...

http://scibbe.com/stash/lprhem/rhem_03_0012.png
...I get a completely different set of designs. There's another clue here, however: the pipe sticking out of the top of the machine. Surely it's connected to something.

http://scibbe.com/stash/lprhem/rhem_03_0013.png
Turning around and facing north we can see a wire extending from the pipe on the machine off to our left, near the fork in the catwalk.

http://scibbe.com/stash/lprhem/rhem_03_0014.png
Taking a few steps back to the catwalk, yep, there's a yellow wire that runs over here and then coils downward.

http://scibbe.com/stash/lprhem/rhem_03_0015.png
Looking down, our yellow wire runs down onto a lower-level pathway and underneath an arch stairway, then disappears off to the west.

Brickroad
12-30-2008, 12:57 AM
http://scibbe.com/stash/lprhem/rhem_03_0016.png
The middle of the three machines has four buttons and a viewport. It accepts two inputs, and then gives one of three different types of feedback.

http://scibbe.com/stash/lprhem/rhem_03_0017.png
http://scibbe.com/stash/lprhem/rhem_03_0018.png
This is what the viewport shows if I press the top button then the second, or the top and the third. It doesn't matter what order I press the two buttons in. It displays the first picture for a moment, then the second, and then goes dark again. Trying to push the top and bottom buttons together gives me a BZZRT!.

http://scibbe.com/stash/lprhem/rhem_03_0019.png
http://scibbe.com/stash/lprhem/rhem_03_0020.png
I get this if I press the second and buttom button, or the third and bottom. Pressing the second and third buttons gives me a BZZRT!, too.

It's pretty clear this machine is showing me something to do with water tanks, although it doesn't seem to be hooked up to anything.

http://scibbe.com/stash/lprhem/rhem_03_0021.png
Leaving the three machines behind and heading north along the catwalk we approach another stone doorway.

http://scibbe.com/stash/lprhem/rhem_03_0022.png
This one exits out onto a bridge which looks to continue north, but also connects to the top of a building to our left. Say, that looks like a Button Box!

http://scibbe.com/stash/lprhem/rhem_03_0023.png
That it is. It reacts just like the others, but... didn't we come across a Red Button Box already? It was down south, past the Canyon, near that floating bridge we need to eventually raise.

http://scibbe.com/stash/lprhem/rhem_03_0024.png
We leave our Red Button Box behind and continue on our road to the north, eventually coming out on a lake. This is the area labeled Reservoir on the map. Right now I'm standing at the entrance looking northwest over the first bridge.

http://scibbe.com/stash/lprhem/rhem_03_0025.png
One step onto the first bridge and we're greeted with a fork. We're going to take the path to the east first.

http://scibbe.com/stash/lprhem/rhem_03_0026.png
A few steps east the path turns north, then a few steps further it turns west again. So we're standing at the eastern edge of the Reservoir, facing west... where we find this viewing device.

http://scibbe.com/stash/lprhem/reservoir_view_01.png
The viewing device displays an oval-shaped view of the Reservoir which can be panned to the left and right. I took the liberty of just stitching the whole thing together for easy reference. It's a great view of the entire place, criss-crossed with pipes and bridges and other odd devices.

http://scibbe.com/stash/lprhem/rhem_03_0027.png
The base of the viewing device has a strange spiral pattern around it.

http://scibbe.com/stash/lprhem/rhem_03_0028.png
We've done all we can do with that viewer. Here we are back at the entrance fork, this time facing west.

http://scibbe.com/stash/lprhem/rhem_03_0029.png
A couple steps west and the path turns right. Now we're facing north, about to cross underneath the large pipe we saw in the viewer. There's a short bridge extending to our right (east) from here, so let's check it out.

Brickroad
12-30-2008, 12:59 AM
http://scibbe.com/stash/lprhem/rhem_03_0030.png
It's a pressure valve of some kind. We can also see the viewer off to our left.

http://scibbe.com/stash/lprhem/rhem_03_0031.png
When I hold the button down the gauge ticks clockwise until it lets out a DING! on the 7. It stops there, and when I let go of the button it resets. No matter how many times I do this, I always get a reading of seven.

http://scibbe.com/stash/lprhem/rhem_03_0032.png
Back to the main path and heading north, it looks like another gauge is ahead on our left.

http://scibbe.com/stash/lprhem/rhem_03_0034.png
This one only reads 2.

http://scibbe.com/stash/lprhem/rhem_03_0035.png
A couple steps north is the last fork. If you look very carefully you can see a path that curves around off in the distance, dead-ending with another viewer device, this one facing south.

http://scibbe.com/stash/lprhem/rhem_03_0037.png
Taking the last fork to the east brings us to this valve, which reads 4. Nearby (to our right) we can see the viewer we've already visited.

http://scibbe.com/stash/lprhem/rhem_03_0039.png
Finally we turn around and take the bridge all the way to the west and find the last valve, which reads 3. We also get a great view of the north/south path that leads around to that second viewer, but the bridges we're on now do not connect to it.

Our tour of the Reservoir is over, so let's head back south to the Red Button Box we found and check out the building it's sitting on.

http://scibbe.com/stash/lprhem/rhem_03_0040.png
Yeah, that's the one. This is the small retangular building labeled Manhole on the map.

http://scibbe.com/stash/lprhem/rhem_03_0041.png
Stepping north through the doorway we're greeted with this window. We can peer out over a dizzying knot of catwalks and stairs.

http://scibbe.com/stash/lprhem/rhem_03_0042.png
Turning west we're greeted with a door which has a funny pattern on it. I don't suppose it's just there for decoration, but oddly it doesn't seem to actually convey any useful information.

http://scibbe.com/stash/lprhem/rhem_03_0043.png
In any case the door isn't locked.

http://scibbe.com/stash/lprhem/rhem_03_0044.png
The door opens into a tiny cubby with a manhole in the floor. (I guess that's what makes this the Manhole Building.) The manhole looks like it's barred shut from this side. How fortunate!

Brickroad
12-30-2008, 01:01 AM
http://scibbe.com/stash/lprhem/rhem_03_0045.png
Turning the hand-shaped plate allows us to slide the bar away.

http://scibbe.com/stash/lprhem/rhem_03_0046.png
And now the manhole is open, and we can get down to the lower level!

http://scibbe.com/stash/lprhem/rhem_03_0048.png
Here we are at the bottom of the ladder, facing north. Our path continues on in that direction, but also turns east through an archway. We'll head that way first.

http://scibbe.com/stash/lprhem/rhem_03_0049.png
The path quickly turns right and heads south along this lower-level catwalk.

http://scibbe.com/stash/lprhem/rhem_03_0050.png
The path is pretty straightforward, although it does zigzag through this small building.

http://scibbe.com/stash/lprhem/rhem_03_0051.png
Continuing south we arrive at a staircase. Hey, wait a minute...

http://scibbe.com/stash/lprhem/rhem_03_0052.png
There's our yellow wire from before! It runs downward and then off under our feet, to the west.

http://scibbe.com/stash/lprhem/rhem_03_0053.png
The stairs give way to an area of natural rock not unlike the Canyon from earlier. There seems to be a small niche in the wall off to our right.

http://scibbe.com/stash/lprhem/rhem_03_0054.png
So there is! It's another Blue Button Box.

http://scibbe.com/stash/lprhem/rhem_03_0055.png
Still no reaction just by pressing random buttons.

http://scibbe.com/stash/lprhem/rhem_03_0056.png
The stone path turns east, eventually meeting up with the southern side of the Round Building.

http://scibbe.com/stash/lprhem/rhem_03_0057.png
We're home!

http://scibbe.com/stash/lprhem/rhem_03_0059.png
Fortunately we left the bottom path in place at this door, which zips open. Gee whiz, it woulda sucked to come all this way then have to turn around and go back, wouldn't it? The cross button still doesn't do anything though.

http://scibbe.com/stash/lprhem/rhem_03_0060.png
Up the ladder and out the upper-south door, we arrive back at the Control Room. Sure, we basically just walked in a huge convoluted circle, but hey, walking in huge convoluted circles is what RHEM is all about. And besides, I promised I'd come back and fiddle with the White Button Box some more now that you guys think you've got it figured out. I'll handle that next update.

UNRESOLVED ISSUES:
A White Button Box that still needs fiddled with, which probably will give us the combinations to the Button Boxes.
Lots of Button Boxes to play with, once the combinations are in hand: the Purple and Red ones from our first exploration, the Blue one up on the catwalk, a second Red one on top of the Manhole Building, and a second Blue one in the rocky area outside the lower-south exit of the Round Building.
At least THREE buttons on the outside of the lower level of the Round Building which haven't done anything, in every direction but west (which we haven't been to yet).
An odd machine on the catwalk that gives seemingly random output, and is connected to a yellow wire that runs down and off to the west.
A machine next to it that shows information pertaining to water tanks.
A device on the eastern edge of the Reservoir that gives a panoramic view of the entire area. There's a similar device on the northern edge we haven't reached yet.
Four valves on the Reservoir that give constant readings.
A rotating bridge north of the Round Building, locked into the east/west position, that we cannot cross.
An incomplete platform that looks like it can be raised into position.
A bridge we can't cross on account of the water level being too low to float it up to our level.

Loki
12-30-2008, 08:15 AM
The pictures look much better. Thanks, Brick.

So we've got the code for purple already, right? Let's button up the white box to get the codes for blue and red and then input those fuckers!

DANoWAR
12-30-2008, 08:51 AM
Whoa...

I really, really like this LP, but I think it is really getting overwhelming fast, what with all these screenshots. Perhaps we should think about a way to easily link to all the necessary parts.

One, if it wouldn't be too much work for you, Brick, you could incorporate links to the appropriate screenshots in the UNRESOLVED ISSUES section, so that someone willing to participate could easily overlook the matter at hand. Of course you wouldn't include undetected hints in this section.

Probably a link to the map at the end of each entry would help, too.

The best, of course, would be that the map in itself would contain links to screenshots of each area, but that would be very much, indeed too much work, I think.

As for the puzzles, I don't have my head wrapped around them at the moment, the only one clear to me was the colored code boxes, but that issue seems to have been resolved for now.

Brickroad
12-30-2008, 08:57 AM
The pictures look much better. Thanks, Brick.

They come a little washed-out looking on my home PC, so now I'm just wondering if my home monitor settings are weird, or whatever. Glad to have fixed it though.

One, if it wouldn't be too much work for you, Brick, you could incorporate links to the appropriate screenshots in the UNRESOLVED ISSUES section, so that someone willing to participate could easily overlook the matter at hand. Of course you wouldn't include undetected hints in this section.

I can do this.

Probably a link to the map at the end of each entry would help, too.

I can do this too.

The best, of course, would be that the map in itself would contain links to screenshots of each area, but that would be very much, indeed too much work, I think.

Believe it or not one of my original ideas was to crop out part of the map and include it with every screenshot as a "you are here" marker, but when I realized that would add about two minutes to each screenshot I came to my senses. (That's why there's an extra bit of black space underneath all the screenshots in the first batch.)

DANoWAR
12-30-2008, 09:08 AM
Oh, and I currently have no idea if there are any areas we could visit but didn't yet...*skims through the whole thread again*

EDIT: And I just found a sign in a screenshot, so linking to those may also be a good idea for us. (if it isn't already in the unresolved section)

MORE EDIT: I'm trying to picture RHEM in my mind with the screenshots. Somehow the area around the four-way tower doesn't fit right, I think. Is the map correct there, or is the tower movable?

ANOTHER EDIT:
Also note that the wooden walkway is in a different position from where we left it. We originally entered in the upper-west and left through the lower-north. That means the top-only position was facing west, whereas now the top-only position is facing south. Someone must have turned the walkway while we were out and about, then left through the upper-west door and walked to the Arrival Point and then drove off in our railcar god damn it.

Here you confused me with the directions given. Peeking in from the east here (http://www.scibbe.com/stash/lprhem/rhem_01b_0052.png) I don't see any walkway going west from the center of the room, you know, where the wooden cylinder with the ladder inside is.
So I don't see how you could go west from there. Therefore I'm a little confused.
As seen on one machine, the pathway is L-shaped, so if you enter from the east, you couldn't go west.

Or is this just the author's freedom? ;-)

The colour of this sign seems to correspond to the second button box - the first was purple, the second was red. I'm still trying to figure out what do do with the numbers, though.

I don't understand what you mean here. The sign with the numbers doesn't have any color to speak of apart from white and black, or is this my laptop?

And what's with the sign next to the number sign? "Don't climb down a ladder to reach for a ball you lost next to a chasm" ?

Emcee Escher
12-30-2008, 10:52 AM
Here you confused me with the directions given. Peeking in from the east here (http://www.scibbe.com/stash/lprhem/rhem_01b_0052.png) I don't see any walkway going west from the center of the room, you know, where the wooden cylinder with the ladder inside is.
So I don't see how you could go west from there. Therefore I'm a little confused.
As seen on one machine, the pathway is L-shaped, so if you enter from the east, you couldn't go west.

You would go west, then south to get to the Control Room, then you would rotate the pathway to get to the west exit.


As for completing puzzles, all I can think of is to enter the combinations you found from the white button box into all the colored button boxes you can find. You should also explore the path leading north from the manhole.

Brickroad
12-30-2008, 11:21 AM
MORE EDIT: I'm trying to picture RHEM in my mind with the screenshots. Somehow the area around the four-way tower doesn't fit right, I think. Is the map correct there, or is the tower movable?

We haven't been to the Four Way Tower yet. We can approach it from the east (where the first Red button Box is) but the bridge is too low to cross until we raise the water level there.

Here you confused me with the directions given. Peeking in from the east here (http://www.scibbe.com/stash/lprhem/rhem_01b_0052.png) I don't see any walkway going west from the center of the room, you know, where the wooden cylinder with the ladder inside is.
So I don't see how you could go west from there. Therefore I'm a little confused.

The path looks L-shaped on the diagram, but that's not what it's really shaped like. It's actually V-shaped. You can either walk forward to the ladder, or immediately veer off left towards the other door.

Similarly, there aren't really two entrances next to each other in the hallway; they're stacked one on top of the other. The diagram is an abstract representation.

DANoWAR
12-30-2008, 11:47 AM
So...sorry for the double post, I just wanted to separate my meanderings from me trying to actually solve puzzles or directing the way.

I got a few requests to fully understand the workings of some machines and the architecture of the place. So let's see...I'll do my points randomly, just to prove how scattered my mind is ^^.

1. As I see it, the round building has blue "plus" buttons at each exit, which do not work yet, because the corresponding blue code hasn't been entered yet. If they start working, they will move the pathway inside the round building so that you can enter it from all sides without using the control room.

2. The purple button box either
a) lowers the grates
b) raises the pathway
c) activates something in the building north of the pathway to do each of these things.

3. Looking at the numbers sign and at the codes we've discovered for the colored boxes, I predict that the numbers on the sign correspond to a totally different puzzle than the colored boxes.
I predict the goal in this puzzle has to get to the number "5", which is the only number displayed only once.

4. The sign next to the number sign makes no sense at the moment, mainly because I don't see any ladders or balls in the area.

5. The correct codes for at least some (if not all) of the colored boxes are:
GREEN: AGDE
PURPLE: GECD
RED: EB(A/G)F
BLUE: BCFA
The code for the red box is not ready because Brick didn't push enough buttons, but it is down to A or G because he did push enough buttons for that.

6. The cake display machine has a certain pattern to it, I think.
First, it is labeled "I", which means there are other ones, and the "I" corresponds to another thing labeled "I".
Second, the cake has 5 parts. If you label these parts 1-5, a pattern emerges.
Let's say, the possible positions are the following:

Every time the slider is pulled, the following happens:
One cake part moves clockwise three steps and then stays there for the entire sequence.
The other cake part moves clockwise, three steps for every part the slider goes up. If it would land on the first cake part, it does one more step to land next to it.
If Brickroad could pull the slider once more, I could see if I am right.

7. Maybe the buttons on the water tank machine correspond in some way to the numbers sign?

8. The viewing machine at the reservois is split up in parts which are numbered. If you look at the pressure valves, they are clearly put in a numbered area each.
I can see the following:
a) Valve which reads "7" is in area 1
b) Valve which reads "2" is in area 3
c) Valve which reads "3" is in area 4
d) Valve which reads "4" is in area 5
Again, maybe this corresponds to the number sign?

9. I can't tell from the viewing machine picture, so Brick, could you pinpoint the way the pipes in the reservoir connect? I mean, do some pressure valves connect? Or something else?

10. We rushed the lower level of the control room. Did we look at it from the north side?

Phew, that's all for now.

EDIT: Does anyone else realize I love adventure games? *g*

Brickroad
12-30-2008, 11:57 AM
You have a lot of good ideas and I'll devote some time to checking them out when I get back home tonight. I can address a few things immediately though:

1. As I see it, the round building has blue "plus" buttons at each exit, which do not work yet, because the corresponding blue code hasn't been entered yet. If they start working, they will move the pathway inside the round building so that you can enter it from all sides without using the control room.

2. The purple button box either
a) lowers the grates
b) raises the pathway
c) activates something in the building north of the pathway to do each of these things.

Both of these are very unlikely. If the Button Boxes controlled something we would be able to follow a wire from the box to the thing it controls. RHEM is very consistant with this. Even the Round Building diagram in the Control Room has a pipe leading down into the floor; we can imagine it running off towards the Round Building and connecting to whatever mechanism moves the wooden hallway.

Point being whatever the Button Boxes do, they're self contained. We'll find out next update now that we have some combinations!

EDIT: Does anyone else realize I love adventure games? *g*

Hey, who doesn't? =)

Loki
12-30-2008, 12:04 PM
Me! >:(

Kirin
12-30-2008, 01:53 PM
I have to say, having the full map in another tab next to this thread is indispensible. Anyone not doing that already is giving themselves an unnecessary headache.

That said, it looks to me like one path we haven't explored yet leads to the "pumping station". Though it's possible there's a door or something else blocking the way.

DANoWAR
12-30-2008, 02:28 PM
I have to say, having the full map in another tab next to this thread is indispensible. Anyone not doing that already is giving themselves an unnecessary headache.

That said, it looks to me like one path we haven't explored yet leads to the "pumping station". Though it's possible there's a door or something else blocking the way.

I also approve of this. I hadn't thought about the last path north of the manhole.

Stiv
12-30-2008, 08:29 PM
Maybe the pressure gauges indicate which direction to turn the viewfinders in? This game seems like it has some spatial puzzles, and if there's more than just the two viewfinders this might even make sense. The spiral markings on them are a good clue, but they all look the same.

Brickroad
12-30-2008, 08:52 PM
Kirin's right, guys. You really need to pay attention to that map. I have a hard copy printed out to reference myself, but keeping it open in another tab would suffice. Keep in mind that you never get a full map in-game, so a huge part of playing RHEM is keeping your own map up-to-date with as much information as you can cram in.

It looks like you guys made short work of the White Button Box puzzle. Let's try out the combinations you came up with.

http://scibbe.com/stash/lprhem/rhem_04_0001.png
AGDE gives us four green numbers and a triumphant chirping sound! The chirp is pretty much the opposite of the BZZRT!; if you hear it, it means you did something good.

http://scibbe.com/stash/lprhem/rhem_04_0002.png
GECD gives us the purple combination...

http://scibbe.com/stash/lprhem/rhem_04_0003.png
...BCFA gives us the blue...

http://scibbe.com/stash/lprhem/rhem_04_0004.png
...and red turns out to be EBAF. Now we should be able to get something out of those Button Boxes! Along the way, danowar has asked me to try out and/or examine some stuff for him. Sure thing, buddy!

http://scibbe.com/stash/lprhem/rhem_04_0005.png
You wanted a closer look at what was underneath the Control Room. This is it. I'm standing outside the lower-south Round Building door, facing south. This is the bottom of the brick building that comprises the Control Room. It's just a plain concrete wall and a couple of wooden supports, nothing fancy.

http://scibbe.com/stash/lprhem/rhem_04_0006.png
http://scibbe.com/stash/lprhem/rhem_04_0007.png
Entering BCFA into the Blue Button Box along the path between the Manhole Building and the southern entrance of the Round Building gives us these two images. It shows me one, then the other, then goes blank again. It does this as many times as I insert the code. Sorry to disappoint, but it looks as though activating these damned Button Boxes are going to give us more questions than answers.

http://scibbe.com/stash/lprhem/rhem_04_0008.png
http://scibbe.com/stash/lprhem/rhem_04_0009.png
Here's the Red Button Box on the Manhole Building roof, activated with EBAF.

http://scibbe.com/stash/lprhem/rhem_04_0010.png
http://scibbe.com/stash/lprhem/rhem_04_0011.png
The Blue Button Box on the catwalk. And while I'm here...

http://scibbe.com/stash/lprhem/rhem_04_0012.png
http://scibbe.com/stash/lprhem/rhem_04_0013.png
http://scibbe.com/stash/lprhem/rhem_04_0014.png
Activating the slider on this machine gives me a third set of symbols. The symbols are different every time even though I'm giving it the exact same input.

http://scibbe.com/stash/lprhem/rhem_04_0015.png
In order to get back to the first two Button Boxes we found, I have to move the hallway into a position that will let me out the lower-east door.

Brickroad
12-30-2008, 08:53 PM
http://scibbe.com/stash/lprhem/rhem_04_0016.png
http://scibbe.com/stash/lprhem/rhem_04_0017.png
Here's what we get from the Red Button Box down in the Canyon.

http://scibbe.com/stash/lprhem/rhem_04_0018.png
http://scibbe.com/stash/lprhem/rhem_04_0019.png
And here's the Purple Button Box at the end of the path through that hidden door.

http://scibbe.com/stash/lprhem/rhem_04_0020.png
That's all the Button Boxes. I hope it was enlightening!

Next I was asked to give a more detailed layout of the pipes in the Reservoir. I have to move the wooden hallway back into position first.

http://scibbe.com/stash/lprhem/rhem_04_0021.png
Back at the Reservoir. I'm facing east, standing in front of the southernmost of the four gauges. The pipe arcs upward and runs behind me, off to the west.

http://scibbe.com/stash/lprhem/rhem_04_0022.png
Standing just south of the pipe, facing north. It doesn't do anything tricky; it just goes up in the air high enough to make room for the bridge underneath.

http://scibbe.com/stash/lprhem/rhem_04_0023.png
Facing west next to the pipe. Looks like it runs west for a bit and then turns south, continuing on through that brick wall. There's a path and a doorway nearby, and we can see a second pipe running parallel to the first.

http://scibbe.com/stash/lprhem/rhem_04_0024.png
The second pipe is connected to this gauge, the one right along the bridge. It doesn't do anything tricky either, just runs directly west, then turns south into the wall.

http://scibbe.com/stash/lprhem/rhem_04_0025.png
Standing on the northernmost bridge, facing east. This was the third gauge we checked. Again, its pipe runs directly off to the west.

http://scibbe.com/stash/lprhem/rhem_04_0026.png
And here we are facing west in front of the final gauge. Both this pipe and the one from the opposite end of the bridge simply run west. Kind of tough to see what they do after that from this angle... maybe if we could get onto that other path.

http://scibbe.com/stash/lprhem/rhem_04_0027.png
There was one path we hadn't yet explored: the one leading north from the manhole. So back to the Manhole Building and down the ladder we go!

http://scibbe.com/stash/lprhem/rhem_04_0028.png
The path leads north, then curves west through a short rocky area and goes through this brick doorway.

http://scibbe.com/stash/lprhem/rhem_04_0029.png
We're now standing on another bridge, facing west into the area labeled Pumping Station. Hark! Doth mine eyes deceive me?

Brickroad
12-30-2008, 08:56 PM
http://scibbe.com/stash/lprhem/rhem_04_0030.png
http://scibbe.com/stash/lprhem/rhem_04_0031.png
They do not! It's another Red Button Box, spitting out another pair of images.

http://scibbe.com/stash/lprhem/rhem_04_0032.png
Here we are facing west on the path again. It ends with a round building off in the distance. Above us, four parallel pipes come in from the north from the Reservoir. They come down on the other side of the bridge then turn west, heading into that square building building there.

http://scibbe.com/stash/lprhem/rhem_04_0033.png
Here we are standing inside the doorway of the Pumping Station Building, facing southwest-ish. There are four boxes attached to the four pipes which we can access from the wooden platform to our left, and there's a walkway underneath the pipes that leads to a door along the south wall.

http://scibbe.com/stash/lprhem/rhem_04_0034.png
Here is the first of the four boxes close-up. There are three buttons. Pressing one causes the digit next to it to go up by one. It starts at 0 and goes up to 9, then rolls back over to 0.

http://scibbe.com/stash/lprhem/rhem_04_0035.png
The second box acts the same way. These numbers don't mean anything, I'm just playing around with the buttons for now.

http://scibbe.com/stash/lprhem/rhem_04_0036.png
One step to the right brings us to the second pair of boxes. Box #3 acts just like the first two did.

http://scibbe.com/stash/lprhem/rhem_04_0037.png
The fourth has three buttons as well, but all of them BZZRT! at me. There are red Xes where the digits should be. I can't do anything with this one.

http://scibbe.com/stash/lprhem/rhem_04_0039.png
Walking underneath the pipes we can see that they remain parallel to each other until converging into a much larger pipe. Seems like the pipes come into the Pumping Station through the eastern wall and remain parallel. Ahead of us we can see the door out, and another control box. It also looks like the walkway continues off to the left, around the other side of the Pumping Station.

http://scibbe.com/stash/lprhem/rhem_04_0040.png
This control box is attached to the large pipe the four pipes from the Reservoir eventually travel into. It's just a single button that can be pressed... but right now it's in full-on BZZRT! mode.

http://scibbe.com/stash/lprhem/rhem_04_0041.png
Before heading through the door, let's follow the walkway around. It takes us to another wooden platform, and a ladder which leads up to the roof. You can see where the four pipes are coming through the wall under the platform.

http://scibbe.com/stash/lprhem/rhem_04_0042.png
Standing on the roof at the top of the ladder, facing south. There's a doorway that leads into the square building the pipes disappeared into after coming in from the Reservoir.

http://scibbe.com/stash/lprhem/rhem_04_0043.png
This building is pretty cramped and has lots of doors. I took one step through the doorway and then turned to face east, so the door I came through is behind me. Immediately to my left and right are two more doorways, and I can see two doorways to the left and right across the way. Directly across from me is yet another door, this one tightly closed, and labeled with an odd design.

http://scibbe.com/stash/lprhem/rhem_04_0044.png
Let's check out the right-hand doorway first. This one heads south.

http://scibbe.com/stash/lprhem/rhem_04_0045.png
Huh. That didn't get me very far. One step south through the door, then one step east, then facing south... the way is blocked. I can knock on this door but there doesn't seem to be any way to open it from here.

Brickroad
12-30-2008, 08:58 PM
http://scibbe.com/stash/lprhem/rhem_04_0046.png
Backtracking to the fork, I'll head through the other doorway. This one leads north.

http://scibbe.com/stash/lprhem/rhem_04_0047.png
The narrow hallway turns sharp right and dead ends with this lever.

http://scibbe.com/stash/lprhem/rhem_04_0048.png
Facing left is another locked door. Well, it doesn't take a rocket scientist to figure this one out.

http://scibbe.com/stash/lprhem/rhem_04_0049.png
http://scibbe.com/stash/lprhem/rhem_04_0050.png
Pulling the lever opens the door! Golly, that was easy. I guess RHEM decided to finally cut me some slack. The doorway opens into a small rectangular room.

http://scibbe.com/stash/lprhem/rhem_04_0051.png
On the eastern wall of this room is a diagram. I'll let you cats deduce its cryptic meaning.

http://scibbe.com/stash/lprhem/rhem_04_0052.png
Turning right from the diagram, we can see the side of the square building opposite where we came in. There's a big red button here. I bet it opens that door with the symbols on it, but I'm no fool; I'll go examine the door first.

http://scibbe.com/stash/lprhem/rhem_04_0053.png
Five-point-star, four-point-star, six-point-star. Seems easy enough!

http://scibbe.com/stash/lprhem/rhem_04_0054.png
As expected, the red button opens the door. This building isn't very hard to figure out at all!

http://scibbe.com/stash/lprhem/rhem_04_0055.png
Exiting the square building to the east through the star door, we get a good look at this small, circular plateau. It's connected to a raised catwalk, but we can't get there from here. In the middle of the plateau is what looks like another viewer, but since the valey the Pumping Station sits in is surrounded by high rocks it's not exactly clear what it might be designed to look at.

http://scibbe.com/stash/lprhem/rhem_04_0056.png
The path heads north into this small enclosure. The brick wall here separates the Reservoir from the Pumping Station, and look! There are our four pipes, going off to the south. Also nearby is a familiar device.

http://scibbe.com/stash/lprhem/rhem_04_0057.png
http://scibbe.com/stash/lprhem/rhem_04_0058.png
It's our first Green Button Box! Putting in the AGDE combination gives me these two symbols.

http://scibbe.com/stash/lprhem/rhem_04_0059.png
The path then turns north out over the Reservoir. Here again we can very clearly see all four pipes coming in underneath this bridge, then turning back behind us off towards the Pumping Station.

http://scibbe.com/stash/lprhem/rhem_04_0060.png
Here's the backside of one of the gauges we read earlier. Facing east we can see every feature of the Reservoir: all four valves (two directly in front of me, one slightly off to our right, and one further out to the right) and both viewers (the one on the stone path way, way off in the distance we've already used, and the northern one off to our left).

Brickroad
12-30-2008, 09:00 PM
http://scibbe.com/stash/lprhem/rhem_04_0061.png
This viewer should give us an excellent look of the Reservoir from the north.

http://scibbe.com/stash/lprhem/reservoir_view_02.png
Once again I've stitched the view together to make it easier to keep in your head. Once again with the numbered layout, and once again we can see all the valves. We can also see all four pipes. If you put all the information we have about the pipes together, we see they run directly west from the valves, then turn south through the brick wall out over the Pumping Station area, then west again into a square building. They exit the square building and enter the round one where they each have a control box attached, and then empty into a much larger pipe with its own control box.

http://scibbe.com/stash/lprhem/rhem_04_0062.png
Like the previous viewer, this one has a spiral design on its base. That's everything out in the Reservoir. Let's head back to the Pumping Station.

http://scibbe.com/stash/lprhem/rhem_04_0063.png
Entering the alcove with the Green Button Box, we see a sign positioned by the Pumping Station door. It's angle caused us to miss it going out, but it's right in our face coming back in. Isn't that nice?

http://scibbe.com/stash/lprhem/rhem_04_0064.png
Just a sign, no buttons or anything.

http://scibbe.com/stash/lprhem/rhem_04_0065.png
Here's the red button again, from the same angle as earlier to help regain our bearings. We're facing south, looking at the last open doorway in the square building we haven't been through.

http://scibbe.com/stash/lprhem/rhem_04_0066.png
The open door on our right is the one we came in through. The closed door in front of us is the first one we saw upon entering the square building, but from the opposite direction. And look! A control panel!

http://scibbe.com/stash/lprhem/rhem_04_0067.png
Pushing the red button makes a yellow line appear. Continuing to push it makes the line move clockwise around the disc. It's not precisely a clock, though, since there aren't twelve positions.

http://scibbe.com/stash/lprhem/clockbuttons.png
Here's all eight possible positions of the line.

http://scibbe.com/stash/lprhem/rhem_04_0068.png
Pushing the green button when the machine is off causes a BZZRT!

http://scibbe.com/stash/lprhem/rhem_04_0069.png
But when there's a line on the disc, it causes one of the little lights to go on.

http://scibbe.com/stash/lprhem/rhem_04_0070.png
Pushing the green button again activates the next light. Pressing it a third time causes the lights to go out. The two buttons act independently of one another; the position of the line has no effect on the lights and the green button doesn't do anything at all to the line. It's pretty clear this control panel opens the door, but...

http://scibbe.com/stash/lprhem/rhem_04_0071.png
...why bother with it, since we can just go back the long way? Solving a ridiculous puzzle sounds like a lot of work for a shortcut.

http://scibbe.com/stash/lprhem/rhem_04_0072.png
There's one more path to check downstairs, so back to the Pumping Station with us.

http://scibbe.com/stash/lprhem/rhem_04_0073.png
This time we're going to go out the back door.

Brickroad
12-30-2008, 09:02 PM
http://scibbe.com/stash/lprhem/rhem_04_0074.png
Yippee! More catwalks!

http://scibbe.com/stash/lprhem/rhem_04_0075.png
This path turns to the east and continues on for quite a ways.

http://scibbe.com/stash/lprhem/rhem_04_0076.png
Eventually it resumes south, through the brick wall that surrounds the Pumping Station area.

http://scibbe.com/stash/lprhem/rhem_04_0077.png
Just south of that it comes to this fork of three wooden bridges.

http://scibbe.com/stash/lprhem/rhem_04_0078.png
Taking the side-path first brings us to yet another strange machine.

http://scibbe.com/stash/lprhem/rhem_04_0079.png
This one's got two yellow buttons underneath a pair of alien symbols, and a green button off to the side.

http://scibbe.com/stash/lprhem/rhem_04_0080.png
Pushing the green button causes the symbol on the right to vanish and appear. Pushing the yellow buttons cause the boxes above to cycle through a series of symbols.

http://scibbe.com/stash/lprhem/radio_symbols_01.png
There are eighteen symbols in the left-hand set...

http://scibbe.com/stash/lprhem/radio_symbols_02.png
...and four in the right-hand set. Pressing a yellow button cycles forward through its respective glyphs, starting over after it reaches the end.

http://scibbe.com/stash/lprhem/rhem_04_0081.png
Taking the fork to the south we come to a dead end. Here we are at the end of the path facing east, looking at a fallen bridge. No way am I swimming through ten feet of water to the other side, so we have to turn back for now.

http://scibbe.com/stash/lprhem/rhem_04_0082.png
Heading back into the pumping station we find a Purple Button Box we passed up earlier.

http://scibbe.com/stash/lprhem/rhem_04_0083.png
http://scibbe.com/stash/lprhem/rhem_04_0084.png
Sadly this one isn't any more helpful to our current situation than the others have been.

http://scibbe.com/stash/lprhem/rhem_04_0085.png
Okay, we are now officially blocked in all directions. Between bridges facing the wrong way, bridges that have been knocked into the water, bridges floating on too-low-to-cross water, grates and platforms in our way and only being able to position the hallway in the Round Building in a couple ways, there's nowhere else to explore.


UNRESOLVED ISSUES:
Four control boxes (http://www.gamespite.net/talkingtime/showpost.php?p=365729&postcount=43) attached to the pipes from the Reservoir.
A fifth control box (http://www.gamespite.net/talkingtime/showpost.php?p=365729&postcount=43) with a single button attached to the pipe they all empty into.
A locked door (http://www.gamespite.net/talkingtime/showpost.php?p=365733&postcount=45) in the square building next to the Pumping Station that leads to a place we can already get to anyway.
A strange glyph machine (http://www.gamespite.net/talkingtime/showpost.php?p=365735&postcount=46) to the south of the Pumping Station near a broken bridge.
We've decoded the Button Boxes, but they didn't yield much in the way of clues. (Purple #1 (http://www.gamespite.net/talkingtime/showpost.php?p=365724&postcount=42), Purple #2 (http://www.gamespite.net/talkingtime/showpost.php?p=365735&postcount=46), Red #1 (http://www.gamespite.net/talkingtime/showpost.php?p=365724&postcount=42), Red #2 (http://www.gamespite.net/talkingtime/showpost.php?p=365723&postcount=41), Red #3 (http://www.gamespite.net/talkingtime/showpost.php?p=365729&postcount=43), Blue #1 (http://www.gamespite.net/talkingtime/showpost.php?p=365723&postcount=41), Blue #2 (http://www.gamespite.net/talkingtime/showpost.php?p=365723&postcount=41), Green (http://www.gamespite.net/talkingtime/showpost.php?p=365732&postcount=44))
Wait, if the Button Box combinations were on the White Button Box, what does the sign by the entrance (http://www.gamespite.net/talkingtime/showpost.php?p=364087&postcount=7) mean?
At least THREE buttons on the outside of the lower level of the Round Building which haven't done anything. (North (http://www.gamespite.net/talkingtime/showpost.php?p=364083&postcount=5), East (http://www.gamespite.net/talkingtime/showpost.php?p=364087&postcount=7), South)
An odd machine (http://www.gamespite.net/talkingtime/showpost.php?p=365022&postcount=25) on the catwalk that gives seemingly random output, and is connected to a yellow wire that runs down and off to the west.
A machine next to it (http://www.gamespite.net/talkingtime/showpost.php?p=365024&postcount=26) that shows information pertaining to water tanks.
A device on the eastern edge of the Reservoir (http://www.gamespite.net/talkingtime/showpost.php?p=365024&postcount=26) that gives a panoramic view of the entire area, and another similar device on the northern edge (http://www.gamespite.net/talkingtime/showpost.php?p=365733&postcount=45).
A third viewing device (http://www.gamespite.net/talkingtime/showpost.php?p=365732&postcount=44) near the Pumping Station that is as yet impossible to reach.
Four valves (http://www.gamespite.net/talkingtime/showpost.php?p=365026&postcount=27) on the Reservoir that give constant readings.
A rotating bridge (http://www.gamespite.net/talkingtime/showpost.php?p=364082&postcount=4) north of the Round Building, locked into the east/west position, that we cannot cross.
An incomplete platform (http://www.gamespite.net/talkingtime/showpost.php?p=364083&postcount=5) that looks like it can be raised into position.
A bridge we can't cross (http://www.gamespite.net/talkingtime/showpost.php?p=364086&postcount=6) on account of the water level being too low to float it up to our level.

Here's your map link (http://www.gamespite.net/talkingtime/showpost.php?p=364080&postcount=2). Again, I highly recommend printing out a copy or keeping it open in another tab as you follow the LP. Feel free to ask if the position of anything was unclear or if you want me to take a closer look at something.

Fun fact: This LP is way, way, way more involved than Suikoden was! Wow! And here I thought by picking a short game and making you guys do all the heavy lifting I'd be letting myself off easy! Next time I'd better play it safe and pick Duck Hunt or some shit.

Mazian
12-30-2008, 09:24 PM
http://www.scibbe.com/stash/lprhem/rhem_04_0081.png
Taking the fork to the south we come to a dead end. Here we are at the end of the path facing east, looking at a fallen bridge. No way am I swimming through ten feet of water to the other side, so we have to turn back for now.
Plus, look at that nasty color. It's probably not even water - more like dyed diesel fuel, or Mountain Dew, or something similarly toxic.

The spirals on the pressure meters all match the center button option inside the pumping station, and you have what appears to be a diagram (http://www.scibbe.com/stash/lprhem/rhem_04_0051.png) to match them up with the appropriate controls. Might as well set that one to the pressure readouts for each pipe. The other two spiral designs on the controls appear trickier for now.

Loki
12-31-2008, 07:42 AM
http://www.scibbe.com/stash/lprhem/rhem_04_0064.png

http://www.scibbe.com/stash/lprhem/rhem_04_0067.png

This seems fairly obvious. Get to it! There's no reason to leave a door locked. It might just be a shortcut but I'm sure there's some cryptic sign or something in there.

Kirin
12-31-2008, 08:30 AM
Ok, Loki beat me to the totally obvious puzzle.

But to expand on what Mazian started for the pump puzzle:

Each pipe box has three spirals, one left, one right, one double. He pointed out one matches the pressure meter design; set it to the pressure readout for the gauge that pipe connects to, yeah. The other spirals match the viewers. Set them to the angle at which the matching viewer sights the correct pressure gague. Perhaps doing this correctly for the first three will unlock the fourth? Or perhaps the fourth pipe is broken in some other manner we have to fix first. Is there anywhere we can examine the fourth pipe more closely for breaks or other oddities?

Now, at the end of all this, I'm not sure whether setting these pipe panels correctly will magically unlock something itself, or whether having the correct viewer coordinates entered might actually allow us to *set* the pressures, which could feed into some other puzzle... we'll have to see what happens first, I guess.

As for the button box diagrams, I got nothin' so far.

This is fun!

Brickroad
12-31-2008, 08:54 AM
I think the problem with the door puzzle is going to be that the control box will only accept three inputs, but the sign has six symbols. I'll try the first three from the left-to-right arrow and see what happens.

As for the control boxes on the pipes, I think I'm following you, but just to make sure, what numbers should I put in each box? These images should provide enough information to trace each valve to its corrosponding box, right?

http://scibbe.com/stash/lprhem/rhem_04_0032.png
http://scibbe.com/stash/lprhem/rhem_04_0033.png
http://scibbe.com/stash/lprhem/rhem_04_0051.png

(Remember the first view is facing west, and the second one is facing southwest.)

Hmm... then again, maybe you don't. Looking at it again, there's something about the diagram I don't like.

DANoWAR
12-31-2008, 09:07 AM
Okay, I think I figured some things out. Starting with the fairly obvious ones:

1. As ...

INSTANT EDIT: *sad face*

It seems Kirin already said what I wanted to.

To be more specific, the boxes in the pumping station must be set like this:

First Box: 1,7,3
Second Box: 5,2,5
Third Box: 6,3,8
Fourth Box: 9,4,0

Well, the other puzzle with the arrows and the discs seems obvious indeed. Take one arrow, input the three discs into the code box, look what happened, input the other three discs, repeat.

The other puzzles are too obtuse for me at this moment.

When the alcohol has left my brain after tomorrow, I will look what's happened so far. *g*

Kirin
12-31-2008, 01:38 PM
Aw, crap, Brick, are you implying that the black box on that diagram indicates a possible scrambling of the pipe order? Is there any way we can get a look at what happens to the pipes as they go through/under the square room on their way to the round room?

(Of course, there are only 24 ways to order 4 things, so a scrambling *could* be brute-forced if that's the only issue, but that would be awfully inelegant so I guess we shouldn't do that.)

Brickroad
12-31-2008, 01:48 PM
Okay, I put the codes into the boxes on the pipes. Here's what they look like now:

http://scibbe.com/stash/lprhem/rhem_05a_0001.png
http://scibbe.com/stash/lprhem/rhem_05a_0002.png
(I just spliced these together for easier viewing.)

I couldn't punch 9-4-0 into the fourth box. It's still completely unresponsive. Just for good measure though I went and hit the button on the big pipe by the door... that was unresponsive as well.

I think you guys are on the right track here, but there's still parts missing from this solution. Kirin's right; we don't know what happens to the pipes after they enter the square building. What's worse, while there may be "only" 24 ways to organize four things, keep in mind that each of these "things" requires three separate inputs. It would take a long time to brute force it, and that's assuming the forth box were activated in the first place.

Something's definitely fishy here.

http://scibbe.com/stash/lprhem/rhem_05a_0003.png
After that I went upstairs to put the clock/compass code into the door, using the one on the left-to-right arrow.

http://scibbe.com/stash/lprhem/rhem_05a_0004.png
The metal panel in the doorway slides to the right, opening the door in front of us but blocking the one we just came through.

http://scibbe.com/stash/lprhem/rhem_05a_0005.png
Not surprisingly, putting in the code from the right-to-left arrow slides the metal panel back.

Still, the position of the metal panel doesn't do anything to help or hinder us. We can walk around the entirety of the square building no matter what configuration the panel is. What's more, the two most important things we've seen in this building (the pipe diagram and the exit out to the northern Reservoir viewer) are both accessible without even coming into this room.

So congratulations, I guess, you've solved this puzzle! It just doesn't look to have done us any actual good.

Mazian
12-31-2008, 02:02 PM
Do those wires attached to the top of the four spiral-button boxes head anywhere interesting, or do they appear merely decorative?

Loki
12-31-2008, 02:29 PM
Is there something on the other side of the metal plate?

Brickroad
12-31-2008, 07:29 PM
Is there something on the other side of the metal plate?

http://scibbe.com/stash/lprhem/rhem_05a_0005.png
http://scibbe.com/stash/lprhem/rhem_04_0045.png
It's just solid blue metal. It looks the same from either position. It seems like its only function is to block off one of these two doorways, but it really makes no difference which one is blocked; to get to the back door that leads out onto the Reservoir I have to go the other direction anyway.

http://scibbe.com/stash/lprhem/map_weirddoor.png
Here's the Pumping Station on the map; I've highlighted this particular door. As you can see the path to the back door isn't blocked no matter what position this door is in, and even if the door is already open it doesn't save much time coming back (especially considering you have to fiddle with the locking mechanism).

Do those wires attached to the top of the four spiral-button boxes head anywhere interesting, or do they appear merely decorative?

In RHEM, just about nothing is decorative. What few decorations there are tend to double as puzzle clues. =)

http://scibbe.com/stash/lprhem/rhem_04_0071.png
To check out the wiring we'll have to head back down to the pumping station. I'm going to leave the sliding metal door in it's initial state for now and walk back the long way. (It actually takes less time to walk than to fiddle with the locking mechanism.)

http://scibbe.com/stash/lprhem/rhem_05b_0001.png
Back to the ladder with us!

http://scibbe.com/stash/lprhem/rhem_05b_0002.png
Standing at the ladder facing west. We can see the control boxes here, and wires coming off the top of them.

http://scibbe.com/stash/lprhem/rhem_05b_0003.png
Standing under the pipes facing north. From here we can see the wires running alongside the wall of the Pumping Station building.

http://scibbe.com/stash/lprhem/rhem_05b_0002.png
Standing near the ladder again, you can see the wires in the background. They come around and connect to the top of the main pipe control box.

No wonder the main pipe button is in BZZRT! mode -- it's got no power! Once we get these four boxes figured out it should be in working order.

DANoWAR
01-01-2009, 06:11 AM
Wait a minute. There are two possible codes for the metal door...

1. Did you enter the second code when the door was closed?

2. Did you enter the second code from left to right or from right to left (in the direction of the arrow)?

3. Open the door with the first code and walk around a bit in the building. I just don't think this puzzle is just "opening a door", as there is also a metal trapdoor which hasn't got it's own set of controls, as it seems. Look at each angle from each position the metal door is in.

4. Furthermore, the level that opens and closes the other metal door..what sound does it make when opening and closing the door? As the metal trapdoor and the "lever" metal door are somehow connected with wires or something like it, perhaps they are connected somehow. Try to get to the trapdoor when the "lever" door is closed.

EDIT: On further inspection, it looks as if the "lever" metal door and the "lever" trapdoor are one and the same object that is lowered and raised when you pull or push the lever. Didn't the game show this when pulling the lever? Or can you look at the floor?
Or is this just an example of "the game doesn't show you because it's trying to be clever and peripheral vision is bullshit"?

FURTHER EDIT: Just to be sure, close the eastern door with the big red button. There might be some sign on the other side of the door that could be read with the viewing device.

EVEN FURTHER EDIT: The diagram you mentioned...you said there was something fishy about it. I get it now, the black box with the red arrow pointing to it is the lower floor (or the square building) before the pipe control room. When you finally get to the lower floor of that building by raising the door and descending from the other side, we will be able to activate the fourth pipe box, I think.

Kirin
01-01-2009, 09:51 AM
Yeah, I don't have a lot of time to puzzle about this right now but I think I agree with danowar. What this boils down to is we've gotta figure out what's wrong with the fourth pipe on its way through the square building.

Brickroad
01-01-2009, 02:07 PM
EDIT: On further inspection, it looks as if the "lever" metal door and the "lever" trapdoor are one and the same object that is lowered and raised when you pull or push the lever. Didn't the game show this when pulling the lever? Or can you look at the floor?

Wait, are you saying that the lever door, when opened, is covering up a hole in the floor? That would be... uh... very characteristic of RHEM actually. It's worth a shot.

http://scibbe.com/stash/lprhem/rhem_05c_0001.png
In order to get into that room with the lever door shut, I'll have to start with the sliding panel door in this state.

http://scibbe.com/stash/lprhem/rhem_05c_0002.png
Now back to pull the lever...

http://scibbe.com/stash/lprhem/rhem_05c_0003.png
...and the door shuts. See? No light coming in through it.

http://scibbe.com/stash/lprhem/rhem_05c_0004.png
Then we slide the panel back to the left so we can go around the right side.

http://scibbe.com/stash/lprhem/rhem_05c_0005.png
Eureka! With the door closed, we can climb down into the bowels of the square building!

http://scibbe.com/stash/lprhem/rhem_05c_0006.png
There's a diagram on the wall. Looks like one of the pipes has a valve closed in this room, blocking the flow of water.

http://scibbe.com/stash/lprhem/rhem_05c_0007.png
Futhermore, it looks like the pipes are tangled up into a knot. There is indeed a valve on one of the pipes. I open it up and can hear water rushing through it.

http://scibbe.com/stash/lprhem/rhem_05c_0008.png
As for the star door, I can open and close it as much as I want from this spot using the big red button, but there's no way to close it from outside. What's more, that path just leads out to the northern viewer on the Reservoir, so there's no way to close the door and then get out there via another path.

http://scibbe.com/stash/lprhem/rhem_05c_0009.png
However, just outside the star door is the third viewing device. We can't reach that device yet, but since there's nothing outside this door anyway I'll go ahead and close it. Later when we get to that viewer we'll see if there's something on the door.

http://scibbe.com/stash/lprhem/rhem_05c_0010.png
With the valve in the square building opened and water moving through the pipe, the fourth control box (the one on the far right) is now active! All that's left is to determine exactly how the pipes rearrange themselves in the square room and stick in our spiral numbers!

Or is this just an example of "the game doesn't show you because it's trying to be clever and peripheral vision is bullshit"?

Don't worry, RHEM doesn't try to trick you here. The lever and the door are right next to each other and it's obvious (from that side) that the lever opens and closes the door. Maybe that doesn't come off very well in screenshots. It is, of course, up to the player to find a way into the adjacent room with the door shut, though. That's the puzzle, after all!

DANoWAR
01-01-2009, 02:28 PM
To be more specific, the boxes in the pumping station must be set like this:

First Box: 1,7,3
Second Box: 5,2,5
Third Box: 6,3,8
Fourth Box: 9,4,0


Okay, since the pipes are scrambled up in the square building, the right order for input is:

First Box: 5,2,5
Second Box: 6,3,8
Third Box: 1,7,3
Fourth Box: 9,4,0

But really, changing the order for the pipes is just the game fucking with you. ;-)

There's no reason I see that those pipes had to be scrambled. ^^

Kirin
01-01-2009, 02:39 PM
It's good to see a plan come together...

Now I wonder what thew heck all this accomplishes?

DANoWAR
01-01-2009, 03:47 PM
It's good to see a plan come together...

Now I wonder what thew heck all this accomplishes?

http://blogs.msdn.com/blogfiles/danielfe/WindowsLiveWriter/SomeoneshouldremakeTheATeamforCableTV_C8D1/Hannibal_2.jpg

Adrenaline
01-01-2009, 06:47 PM
There's no reason I see that those pipes had to be scrambled. ^^

BECAUSE IT'S A PUZZLE, MAN

DANoWAR
01-02-2009, 02:21 AM
BECAUSE IT'S A PUZZLE, MAN

D'oh!

Brickroad
01-02-2009, 12:31 PM
I didn't have time to do the update I wanted to do last night, so it'll have to wait until Saturday.

Rest assured that:

1) the Pumping Station puzzle has been SOLVED and

2) the next area of RHEM is huge! 180+ screenshots to sort through, and that doesn't even take all the available paths!

Healy
01-02-2009, 01:29 PM
Man, this LP is making me want my own copy of this game super bad. Even though I'm probably not smart enough to go through this game on my own!

Anyway, I think we should pay close attention to those symbols, graphs, and numbers the button-pressing machines churn out. They're probably clues, albeit clues for places we may not have been to yet. Be sure to note the color of the output too!

Brickroad
01-02-2009, 01:33 PM
Man, this LP is making me want my own copy of this game super bad. Even though I'm probably not smart enough to go through this game on my own!

Well the game isn't rare or out of print, it's just unlikely your local game store has it in stock.

RHEM 2 and RHEM 3 are pretty cheap on Amazon these days (each was $30 brand new, I think) so you could snap those up if you still need more puzzles after this LP is done.

Gredlen
01-02-2009, 01:56 PM
I saw a copy of RHEM 3 at GameStop the other day.

This story doesn't end with me buying it or anything. I just thought I'd mention it.

Brickroad
01-03-2009, 11:40 PM
Here's the map link (http://www.gamespite.net/talkingtime/showpost.php?p=364080&postcount=2).

http://scibbe.com/stash/lprhem/four_pump_boxes.png
With the fourth box activated and having made corrections for the pipes getting mixed up in the downstairs chamber, we can input the correct numbers and hopefully finish this puzzle up.

http://scibbe.com/stash/lprhem/rhem_05d_0007.png
Moment of truth...

http://scibbe.com/stash/lprhem/rhem_05d_0008.png
...success! With a loud rushing sound water screams through the pipe. Somewhere in RHEM things just got a great deal wetter.

If we try to follow the large pipe out of the Pumping Station, it goes off west over some mountains and out of view. Our only hope, therefore, is to check the one area we know about which needed to be flooded.

http://scibbe.com/stash/lprhem/rhem_05d_0009.png
So we leave the Pumping Station behind us...

http://scibbe.com/stash/lprhem/rhem_05d_0010.png
...back over the arch stairway...

http://scibbe.com/stash/lprhem/rhem_05d_0011.png
...back into the Round Building...

http://scibbe.com/stash/lprhem/rhem_05d_0012.png
...move the wooden hallway...

http://scibbe.com/stash/lprhem/rhem_05d_0013.png
...out into the Canyon...

http://scibbe.com/stash/lprhem/rhem_05d_0014.png
...through the brick dividing wall...

http://scibbe.com/stash/lprhem/rhem_05d_0015.png
...and back to this sign. (Nothin' but net.)

http://scibbe.com/stash/lprhem/rhem_05d_0016.png
Sweet! We pumped enough water into the lake here to float the wooden platform up to where we can use it! Now we can cross it and enter the Four Way Tower from the east.

http://scibbe.com/stash/lprhem/rhem_05d_0017.png
The Four Way Tower isn't anything super tricky, just a stone structure with paths that lead out to the north, south, east and west. We entered from the east, and are standing in the middle at the juncture. Ahead of us (west exit) is a wooden door.

http://scibbe.com/stash/lprhem/rhem_05d_0018.png
The door turns out to be an elevator.

http://scibbe.com/stash/lprhem/rhem_05d_0019.png
Closing the door and pressing the button earns us a BZZRT! sound. This elevator doesn't have any power, and isn't going anywhere for the time being.

Brickroad
01-03-2009, 11:42 PM
http://scibbe.com/stash/lprhem/rhem_05d_0020.png
Next we leave the Four Way Tower heading south. This leads to a fork in the path ahead of us. The question is, why would there be a fork if one of the paths just dead-ends into the water?

http://scibbe.com/stash/lprhem/rhem_05d_0021.png
Ah, that's why. The path is partially submerged here. We'd have to drain the water out to continue through... problem being, if we went back up to the Pumping Station and drained it from there, we'd also lose access to the Four Way Tower across that floating bridge. Looks like this path is blocked for now.

http://scibbe.com/stash/lprhem/rhem_05d_0022.png
Instead we'll take the eastern path. This is the one that looks like a backwards C on the map just south of the Four Way Tower.

http://scibbe.com/stash/lprhem/rhem_05d_0023.png
This brings us through a door and into an area with some buildings. This is the spot labeled Generator on the map.

http://scibbe.com/stash/lprhem/rhem_05d_0024.png
Straight ahead of us is a building labeled II. And who's there to greet us but our old pall Button Box!

http://scibbe.com/stash/lprhem/rhem_05d_0025.png
http://scibbe.com/stash/lprhem/rhem_05d_0026.png
Putting in the Blue Button Box code gets us some more cryptic symbols.

http://scibbe.com/stash/lprhem/rhem_05d_0027.png
Taking one step into Building II reveals it is a large subterrain chamber with a catwalk around the edge. Standing at the door and facing south we can peer down into the chamber and see a knot of pipes and yet another Button Box.

http://scibbe.com/stash/lprhem/rhem_05d_0028.png
There's a window on the second floor catwalk. We're facing east out over a set of pipes (this would put us just above the Button Box from the previous shot). Looks like two of the pipes are emptying into a river and out of RHEM, but one is blocked up.

http://scibbe.com/stash/lprhem/rhem_05d_0029.png
Turning around from the window and facing west gives us a good look at the tangled knot of colored pipes that fill the building. There's also a door that leads outside on the button floor.

The ladder is at the far end of the catwalk. In the next shot we'll be standing on the small set of stairs in front of the door on the bottom level, facing the red pipe.

http://scibbe.com/stash/lprhem/rhem_05d_0030.png
Here we are!

http://scibbe.com/stash/lprhem/rhem_05d_0031.png
Turning left, we see the pipes all converge here in this cylinder.

http://scibbe.com/stash/lprhem/rhem_05d_0032.png
Lifting the lid on the cylinder reveals a circular plate.

http://scibbe.com/stash/lprhem/pipe_maze_001.png
The plate can be rotated into any of these six positions. Keep in mind that while standing in front of this cylinder, we're facing west. This is the leftmost circle in the Generator room on the map; we'll call it Cylinder 1.

Brickroad
01-03-2009, 11:45 PM
http://scibbe.com/stash/lprhem/rhem_05d_0038.png
Turning around from Cylinder 1 we can see the pipes continue on into Cylinder 2.

http://scibbe.com/stash/lprhem/rhem_05d_0039.png
Not surprisingly this one has a lid as well, and another circular plate.

http://scibbe.com/stash/lprhem/pipe_maze_002.png
This plate can be rotated as well. Right now we're standing in front of the middle of the three cylinders, facing east.

http://scibbe.com/stash/lprhem/rhem_05d_0045.png
To get to Cylinder 3 and the Button Box we have to get back on the lower catwalk and walk by the generator. Looks like water won't flow through the generator in this direction. (We're facing east in this shot; the arrow points west.)

http://scibbe.com/stash/lprhem/rhem_05d_0046.png
The pipes again crisscross into this cylinder. Let's open 'er up!

http://scibbe.com/stash/lprhem/rhem_05d_0047.png
Same deal. Another circular plate.

http://scibbe.com/stash/lprhem/pipe_maze_003.png
Again, it can be rotated into any of six positions. We're now standing in front of the rightmost circle facing west.

http://scibbe.com/stash/lprhem/rhem_05d_0053.png
http://scibbe.com/stash/lprhem/rhem_05d_0054.png
Here's what we get out of the Green Button Box behind us.

http://scibbe.com/stash/lprhem/rhem_05d_0055.png
That just leaves the door leading outside.

http://scibbe.com/stash/lprhem/rhem_05d_0056.png
The door leads to a tiny balcony stuck to the north of the Generator.

http://scibbe.com/stash/lprhem/rhem_05d_0057.png
The only control is a fairly generous lever. Let's give 'er a pull.

http://scibbe.com/stash/lprhem/rhem_05d_0058.png
http://scibbe.com/stash/lprhem/rhem_05d_0059.png
The break in the line on the diagram changes position, and that red indicator lights up. The power meter on the left doesn't do anything.

http://scibbe.com/stash/lprhem/rhem_05d_0060.png
The question is, once we get this generator working properly, what exactly are we going to be turning on? We should be able to solve this mystery by following the power lines that exit the Generator building.

Brickroad
01-03-2009, 11:48 PM
http://scibbe.com/stash/lprhem/rhem_05d_0061.png
Both lines head out to the north towards the Four Way Tower.

http://scibbe.com/stash/lprhem/rhem_05d_0062.png
Following the curved path north, the wires split off from one another.

http://scibbe.com/stash/lprhem/rhem_05d_0063.png
Looks like one is directly connected to that wooden elevator that didn't work earlier. The other wire continues off to the north into another area of RHEM. We'll come back to it later.

http://scibbe.com/stash/lprhem/rhem_05d_0064.png
Standing outside the door to Building II and facing east, we can see two more buildings in the Generator area.

http://scibbe.com/stash/lprhem/rhem_05d_0065.png
One of these is Building I. The other is an unlabeled brick building with a wooden door.

http://scibbe.com/stash/lprhem/rhem_05d_0066.png
Facing south and peeking over the side of the catwalk gives us this view of the three huge pipes we saw earlier that empty into the river.

http://scibbe.com/stash/lprhem/rhem_05d_0067.png
This is the other side of the metal door that leads into Building I. Lots of cool stuff to play with in this room!

http://scibbe.com/stash/lprhem/rhem_05d_0068.png
Pressing this button doesn't do anything. It's not activated for some reason.

There's a wire that runs from the lightbox to the left of the door. Let's follow that.

http://scibbe.com/stash/lprhem/rhem_05d_0069.png
It snakes around the room and connects to a control box mounted above a huge window.

http://scibbe.com/stash/lprhem/rhem_05d_0070.png
There's also a map on the wall showing this area of RHEM. The compound in the top-right with the circular and small rectangular building is the Pumping Station. The building south of us is Building II. The dotted line that connects to that path leading off to the west is the submerged area we can't cross. The four-way path just northwest of us is the Four Way Tower, and holy crap but that's a lot of unexplored tightly-knotted territory still left to cover north of that.

What the hell have we gotten ourselves into?

http://scibbe.com/stash/lprhem/rhem_05d_0071.png
The window control has nine round buttons and one square button.

http://scibbe.com/stash/lprhem/rhem_05d_0072.png
http://scibbe.com/stash/lprhem/rhem_05d_0073.png
Pressing the square button opened the window, revealing a darkened generator room below us. Unlike in Building II, there's no way to actually go down into that room. Whatever we're going to do with it, we'll have to do from up here.

This round button, selected randomly, turned on the leftmost light in that room.

http://scibbe.com/stash/lprhem/rhem_05d_0074.png
http://scibbe.com/stash/lprhem/rhem_05d_0075.png
It doesn't matter what order you press the round buttons in, the lights turn on in a set order from left to right.

What about the box the wire is connected to?

Brickroad
01-03-2009, 11:49 PM
http://scibbe.com/stash/lprhem/rhem_05d_0076.png
Now the light on the box is red.

http://scibbe.com/stash/lprhem/rhem_05d_0077.png
And the door is locked from the inside. There's no way to leave while that window is open!

http://scibbe.com/stash/lprhem/rhem_05d_0078.png
Pressing the green button gives me a symbol in the circular viewscreen, though.

http://scibbe.com/stash/lprhem/rhem_05d_0079.png
Enough of this, let's close the window and get out of here.

http://scibbe.com/stash/lprhem/rhem_05d_0080.png
With the window shut the green light goes on...

http://scibbe.com/stash/lprhem/rhem_05d_0081.png
...and the door opens up.

http://scibbe.com/stash/lprhem/rhem_05d_0082.png
Next on the agenda is the building with the wooden door.

http://scibbe.com/stash/lprhem/rhem_05d_0083.png
http://scibbe.com/stash/lprhem/rhem_05d_0084.png
The only thing inside is this cylinder mounted on the wall. Clicking it cause to rotate, pause a moment, then rotate back. There's a diagram on either side.

http://scibbe.com/stash/lprhem/rhem_05d_0085.png
On the opposite side of this room is another wooden door leading out to the east. There isn't anything posted on the inside of either wooden door.

http://scibbe.com/stash/lprhem/rhem_05d_0086.png
The path out this door takes a few steps forward and then turns north. It looks like the wrecked end of what was once a railway track. This might have been an exit out of RHEM at one point.

The parallel path off in the distance is the east/west road that leads from the Round Building to the Four Way Tower. If you look very very closely you can even see the very first Red Button Box we came across.

http://scibbe.com/stash/lprhem/rhem_05d_0087.png
Yeah, this track is well and truly borked. There's something laying on the ground here.

http://scibbe.com/stash/lprhem/rhem_05d_0088.png
It's looks like a diagram of the Generator we found in Building II. There's something a little funny about it though, isn't there?

http://scibbe.com/stash/lprhem/rhem_05d_0089.png
Because RHEM has no inventory, we can't pick the diagram up and take it with us. This is because our hero has no arms, and is either manipulating all these buttons and switches with his nose or tail.

http://scibbe.com/stash/lprhem/rhem_05d_0090.png
Turning back to head through the brick building, we see another Button Box set back into the rocks here.

Brickroad
01-03-2009, 11:53 PM
http://scibbe.com/stash/lprhem/rhem_05d_0091.png
http://scibbe.com/stash/lprhem/rhem_05d_0092.png
It's a Purple one, and it spits out a couple more symbols for us.

http://scibbe.com/stash/lprhem/rhem_05d_0093.png
We've now fully explored all three buildings in the Generator area. To recap: Building II has the three cylinders, the knot of pipes and the spinning discs, with two wires leading north out of it (the same wires in this shot, actually). Building I had the nine buttons that turn on lights. And the unnamed brick building led out to a Purple Button Box and a broken railway.

We're not going to leave the Generator area the same way we came in. If you look at the map you can see a long, curvy path west of the backwards-C we used to get here. That's where we'll be heading out.

http://scibbe.com/stash/lprhem/rhem_05d_0094.png
Facing west towards the entrance to the long curvy path. Ye gods, ANOTHER Button Box!

http://scibbe.com/stash/lprhem/rhem_05d_0095.png
http://scibbe.com/stash/lprhem/rhem_05d_0096.png
This one's green and displays some more familiar symbols.

http://scibbe.com/stash/lprhem/rhem_05d_0097.png
This long, curvy path leads north underneath this overpass...

http://scibbe.com/stash/lprhem/rhem_05d_0098.png
...and into this Brick Building. You're going to want to check the map here guys, this little building is pretty insanely confusing. Right now I'm at the end of the curvy path facing northeast, looking at the entrance.

http://scibbe.com/stash/lprhem/rhem_05d_0099.png
One step into the entrance, we turn right. The path continues east underneath a huge pipe, then turns north. There's another parallel path north of us.

http://scibbe.com/stash/lprhem/rhem_05d_0100.png
Walking east to the end of the building, we turn left and face a doorway.

http://scibbe.com/stash/lprhem/rhem_05d_0101.png
Through this doorway, another left turn into an enclosed hallway. The path here is wood rather than stone for some reason. The only exit is the door at the opposite end, which goes out to the south.

http://scibbe.com/stash/lprhem/rhem_05d_0102.png
The path from there is straightforward: it immediately turns right onto the parallel path we saw earlier, heads west a couple steps, then turns north and exits the Brick Building.

If you look at this building on the map, you can see another path that runs through it which doesn't join the one we just traversed. We can get to it by returning to the Four Way Tower and taking the north exit.

http://scibbe.com/stash/lprhem/rhem_05d_0103.png
Exiting the Brick Building and then turning to face east, we can see a twisty staircase as well as the large pipe we just walked under. The pipe continues to the north.

If you look carefully you can see our wire also continues north along this path. Let's see if we can get a better look.

http://scibbe.com/stash/lprhem/rhem_05d_0105.png
We follow our path north through another doorway in a stone wall and, sure enough, our wire continues onward. We're again facing east in this shot and, if you look to the left side of it, you can see our big pipe has turned east as well.

http://scibbe.com/stash/lprhem/rhem_05d_0106.png
Now we're standing outside the door of the building labeled Square Building on the map. We have a path that continues off to the east here, and we can see both our pipe and our wire.

First, the pipe. It runs underneath a catwalk and then up over some mountains to the east. A quick glance at the map shows that the Square Building is just west of the Pumping Station! That means the pipe we've been following is none other than the one that we went to so much trouble to get flowing earlier! In other words, if we can block the flow of water inside the pipe from somewhere in this area, we can access that submerged pathway without having to go back through the Four Way Tower.

Second, there's a narrow blue tower in the distance there. It looks like that's where our wire is heading.

Brickroad
01-03-2009, 11:55 PM
http://scibbe.com/stash/lprhem/rhem_05d_0107.png
A few steps east along the path, we can turn to face north to get a better view of where the wire ends. From here we can see the blue tower has entryways on both the bottom and top levels on the west side.

http://scibbe.com/stash/lprhem/rhem_05d_0108.png
Following the path we're on curves around and goes up some stairs, ending at the upper-west side of the blue tower. There's a button here, but it isn't powered on. This makes sense; we haven't gotten the generator down in Building II up and running yet.

http://scibbe.com/stash/lprhem/rhem_05d_0109.png
Time to go inside the Square Building. A few steps forward and to our left is a ladder.

http://scibbe.com/stash/lprhem/rhem_05d_0110.png
The ladder leads into this small cubby behind the pipes.

http://scibbe.com/stash/lprhem/rhem_05d_0111.png
Another map. This one is identical to the one we saw in Building I, except (of course) for the red dot showing our position. Looks like there's several other exits to this building, some of which zigzag through the blue tower outside.

Make note that one path leads from this building and out into some as-yet-unknown area to the west. Another heads out to the east, towards the Pumping Station.

http://scibbe.com/stash/lprhem/rhem_05d_0113.png
Problem is, we can only see one other door leading out of the building. Keep in mind, though, that the wall maps don't show elevation and that the other paths we still need to find may be above or below us.

Also, that looks like a viewscreen mounted high up off the floor on that pipe, above a control box.

http://scibbe.com/stash/lprhem/rhem_05d_0114.png
It's just a simple lever. I haven't pulled it yet.

http://scibbe.com/stash/lprhem/rhem_05d_0115.png
Looking up, this is what the viewscreen shows. It looks like a pair of pipes.

http://scibbe.com/stash/lprhem/rhem_05d_0116.png
Pulling the lever cuts off one of the pipes and completes the other. I can alternate which pipe is complete by pulling the lever as much as I want.

http://scibbe.com/stash/lprhem/rhem_05d_0117.png
Exiting out the back door of the Square Building leads to this small alcove on the lake.

http://scibbe.com/stash/lprhem/rhem_05d_0118.png
All that's out here is this valve. It's mounted from the pipe that comes in from the Pumping Station, and empties out into the lake around the Four Way Tower.

http://scibbe.com/stash/lprhem/rhem_05d_0119.png
Pushing the button gives me a report on what the water in the pipe is doing.

http://scibbe.com/stash/lprhem/rhem_05d_0120.png
Turning the wheel causes the valve to close.

Brickroad
01-04-2009, 12:00 AM
http://scibbe.com/stash/lprhem/rhem_05d_0121.png
Here's another view of the pipe heading over the rocks to the east, towards the Pumping Station. The water comes in this way then turns south towards the Four Way Tower. We can block it off either from here or from the Pumping Station. If we block it off from the Pumping Station, though, it lowers the floating platform outside the Four Way Tower and we can't get back over here from the beginning areas of RHEM.

http://scibbe.com/stash/lprhem/rhem_05d_0122.png
As suspected, the water level is low enough to use this path now!

http://scibbe.com/stash/lprhem/rhem_05d_0123.png
The path back is closed off, though. If we want to go back to the beginning areas, we'll have to go back up to the Square Building and re-open the valve on the pipe.

http://scibbe.com/stash/lprhem/rhem_05d_0124.png

The submerged pathway leads up onto this bridge that leads off to the west to the area labeled Water Tank.

Phew! I dunno about you guys but I'm pretty overwhelmed. I'm not even sure I WANT to go over to the Water Tank yet, considering the vast amount of area we just covered.



UNRESOLVED ISSUES:
A wooden elevator (http://www.gamespite.net/talkingtime/showpost.php?p=367713&postcount=69) west of the Four Way Tower with no power going to it.
A knot of pipes in Generator Building II which snake through three cylinders, each with a rotating plate on top. (From west to east: Cylinder 1 (http://www.gamespite.net/talkingtime/showpost.php?p=367715&postcount=70), Cylinder 2 (http://www.gamespite.net/talkingtime/showpost.php?p=367718&postcount=71), Cylinder 3 (http://www.gamespite.net/talkingtime/showpost.php?p=367718&postcount=71)) There's a diagram (http://www.gamespite.net/talkingtime/showpost.php?p=367721&postcount=73) of these pipes, but something about it doesn't seem right.
A control panel (http://www.gamespite.net/talkingtime/showpost.php?p=367718&postcount=71) outside Generator Building #2.
A second Generator in Building I we can look at but not reach. We can turn the lights on (http://www.gamespite.net/talkingtime/showpost.php?p=367720&postcount=72) in there, though, and there is a viewscreen nearby that shows us a strange symbol (http://www.gamespite.net/talkingtime/showpost.php?p=367721&postcount=73).
An odd machine (http://www.gamespite.net/talkingtime/showpost.php?p=365022&postcount=25) on the catwalk that gives seemingly random output, and is connected to a yellow wire that runs down and off to the west.
A machine next to it (http://www.gamespite.net/talkingtime/showpost.php?p=365024&postcount=26) that shows information pertaining to water tanks. There's a similar diagram set into the wall of the brick building (http://www.gamespite.net/talkingtime/showpost.php?p=367721&postcount=73) near the Generators.
A locked blue tower (http://www.gamespite.net/talkingtime/showpost.php?p=367726&postcount=75) near the Square Building.
A lever in the Square Building (http://www.gamespite.net/talkingtime/showpost.php?p=367726&postcount=75) that shows a diagram of some pipes and how they're being altered.
A strange glyph machine (http://www.gamespite.net/talkingtime/showpost.php?p=365735&postcount=46) to the south of the Pumping Station near a broken bridge.
We've decoded the Button Boxes, but they didn't yield much in the way of clues. (Purple #1 (http://www.gamespite.net/talkingtime/showpost.php?p=365724&postcount=42), Purple #2 (http://www.gamespite.net/talkingtime/showpost.php?p=365735&postcount=46), Purple #3 (http://www.gamespite.net/talkingtime/showpost.php?p=367722&postcount=74), Red #1 (http://www.gamespite.net/talkingtime/showpost.php?p=365724&postcount=42), Red #2 (http://www.gamespite.net/talkingtime/showpost.php?p=365723&postcount=41), Red #3 (http://www.gamespite.net/talkingtime/showpost.php?p=365729&postcount=43), Blue #1 (http://www.gamespite.net/talkingtime/showpost.php?p=365723&postcount=41), Blue #2 (http://www.gamespite.net/talkingtime/showpost.php?p=365723&postcount=41), Blue #3 (http://www.gamespite.net/talkingtime/showpost.php?p=367715&postcount=70), Green #1 (http://www.gamespite.net/talkingtime/showpost.php?p=365732&postcount=44), Green #2 (http://www.gamespite.net/talkingtime/showpost.php?p=367718&postcount=71), Green #3 (http://www.gamespite.net/talkingtime/showpost.php?p=367722&postcount=74))
Wait, if the Button Box combinations were on the White Button Box, what does the sign by the entrance (http://www.gamespite.net/talkingtime/showpost.php?p=364087&postcount=7) mean?
At least THREE buttons on the outside of the lower level of the Round Building which haven't done anything. (North (http://www.gamespite.net/talkingtime/showpost.php?p=364083&postcount=5), East (http://www.gamespite.net/talkingtime/showpost.php?p=364087&postcount=7), South (http://www.gamespite.net/talkingtime/showpost.php?p=365028&postcount=28))
A third viewing device (http://www.gamespite.net/talkingtime/showpost.php?p=365732&postcount=44) near the Pumping Station that is as yet impossible to reach.
A rotating bridge (http://www.gamespite.net/talkingtime/showpost.php?p=364082&postcount=4) north of the Round Building, locked into the east/west position, that we cannot cross.
An incomplete platform (http://www.gamespite.net/talkingtime/showpost.php?p=364083&postcount=5) that looks like it can be raised into position.
We've not yet explored the path leading out of the north of the Four Way Tower.
Nor have we explored the path leading west from the submerged catwalk.

Here's the map link (http://www.gamespite.net/talkingtime/showpost.php?p=364080&postcount=2).

Mazian
01-04-2009, 12:01 AM
This is because our hero has no arms

I was just thinking about how much easier this game would be if our hero had ever learned to swim, or climb through windows, or scale roofs, but I guess most of it does make more sense if he/she's a quadriplegic.

Adrenaline
01-04-2009, 01:34 AM
In the future, can you put the map link at the beginning of the entry? Also, fuuuuuuuck.

I want to see north out of the Four Way Tower.

Brickroad
01-04-2009, 03:59 AM
In the future, can you put the map link at the beginning of the entry?

No problem.

I want to see north out of the Four Way Tower.

So be it. First off: map (http://www.gamespite.net/talkingtime/showpost.php?p=364080&postcount=2).

http://scibbe.com/stash/lprhem/rhem_06_0001.png
Unfortunately it looks like the south exit of the Four Way Tower uses the same kind of floating bridge as the east exit. So we're gonna have to cut the water back on first.

http://scibbe.com/stash/lprhem/rhem_06_0002.png
That oughtta do it.

http://scibbe.com/stash/lprhem/rhem_06_0003.png
I was clicking pretty fast to get back to the Four Way Tower and stumbled upon this view, which I had never seen before, of the Pumping Station pipe emptying out into the Four Way Tower lake. Pretty cool.

http://scibbe.com/stash/lprhem/rhem_06_0004.png
That's better. North!

http://scibbe.com/stash/lprhem/rhem_06_0005.png
The path heads straight forward and into the Brick Building.

http://scibbe.com/stash/lprhem/rhem_06_0006.png
Okay, this is actually an oopsie on my part. Obviously right now we're on the other side of the wall from the wooden walkway we saw on our first pass through this building. And obviously the trick is that the pathway can slide back and forth between the two hallways. The controls are on this side. Just press the button and...

http://scibbe.com/stash/lprhem/rhem_06_0007.png
...instant floor. Yay! Anyway, the oopsie is that the platform actually starts in this state, so when we went through the Brick Building from the other way we should have got to this point and hit a dead end.

Really though it's not that big a deal. This is probably the least offensive "puzzle" in RHEM. As in, I think I can envision a way to get stuck with this platform in the wrong state, but you would kind of have to do it on purpose. RHEM never lets you get into an unwinnable state, but it does let you get into a state where you can't get through the maze in the manner you need to. Sometimes to get from one place to another you need this bridge in such-and-such a position, that elevator left on this floor, that hallway rotated into that position... it can be a lot of work retracing your steps and tinkering with everything to get it just so.

http://scibbe.com/stash/lprhem/rhem_06_0008.png
But not this hallway! Since both the controls are on this side, all you have to do is make sure you move the platform back when you're done. That way no matter which way you need to go through the Brick Building you can always be assured you have a platform underfoot.

http://scibbe.com/stash/lprhem/rhem_06_0009.png
Exiting the Brick Building we find ourselves at the base of that twisty staircase we got a look at earlier.

http://scibbe.com/stash/lprhem/rhem_06_0010.png
The staircase winds around to a high upper level and dumps us out on this brick structure with two doorways, both leading north.

http://scibbe.com/stash/lprhem/rhem_06_0011.png
This is the first door, the one on the right-hand side. It's just an empty room with a grate on the floor with a bunch of pipes coming through the far wall.

http://scibbe.com/stash/lprhem/rhem_06_0012.png
The other room also has pipes, but these are gushing with water. Since the room isn't flooding out into the hallway I suppose we can assume there's a grate in the floor here as well.

http://scibbe.com/stash/lprhem/rhem_06_0013.png
Here's a view, facing north, of the underside of the structure. It's worth noting the stone wall behind it is NOT the Square Building with the map and the pipe control; it's the wall between the Square Building area and the Brick Building area.

There aren't any diagrams, signs, controls or machines in this area except for the one that controls the wooden platform in the Brick Building.

Merus
01-04-2009, 06:35 AM
If you get a chance, Brick, could you go back to that window and put in a different sequence of button presses, then press the button underneath the circle? I suspect that the window relates to the device with circle segments we saw here (http://www.gamespite.net/talkingtime/showpost.php?p=365723&postcount=41).

I think the next puzzle to tackle is the generator. There's two issues: getting the pipes so that they flow in the generators properly, and how come we're given the option to change the direction of the pipe flow. If you look at the diagram (http://www.gamespite.net/talkingtime/showpost.php?p=367721&postcount=73), one pipe goes off into the never-never, while the other goes into our mess of pipes. (I've followed the pipes, and it looks like the diagram is a simplification but otherwise accurate.)

Here's the thing: the generator on the far wall is the same model as the other one: that is, the water has to flow east on the generator closest to us, but west on the other generator. The first knot of pipes, I suspect, can be reconnected, but they feed in at 120 degree angles, and we have a 60 degree and 120 degree connection. We can't connect two flows of water, because one of the connections on the first knot has to either connect a source pipe together, or two feeder pipes.

Anyway:

The first knot needs to be set to the second image in the composite.
The second knot needs to be set to the fourth image in the composite.
The third knot needs to be set to the third image in the composite.
The switch outside needs to be set so the break is on the right of the dot.

DANoWAR
01-04-2009, 08:22 AM
Okay...let's get going then :-)

a) The four-way tower on the map has signs and controls. So I assume that the upper level of that tower is depicted, while we only got as far as exploring the lower level. Correct?

b) If yes to a), then the elevator clearly is only there to lead to the upper level. The elevator has no electricity, which will be provided by the generator.

c) I think it's pretty possible we have seen our last button box. The boxes themselves show two different code combinations. The colored coded ovals make no sense yet, but the grid code is worked out.
The grid code works as follows: We will find a control box with a number pad or just plain buttons in the shape of the grid. We will then enter the following code in this box in the given order (as shown by the numbers):
Lower Right, Lower Right, Upper Left, Lower Right, Upper Right, Upper Left.

This will open a door to a giant cannon that we will use to blast our way out of RHEM, riding the cannonball. Maybe not.

d) The pipes in the generator are arranged so that only one of the two generators will activate at a time. This is bad, I will file a complaint to the architect.

e) Does the circular viewscreen in Building I always give the same cake diagram, independent from what order you push the buttons above the viewing window?

f) In the wooden building in the generator area, one of the diagram reminds me of the water tank diagram which told us how to raise and lower water earlier (4:0->3:1 etc.)

g) In the generator room, the northern generator can only be flooded with water from west to east. I take it that the southern generator can only be flown through with water from east to west.

h) If g) is right, then the correct sequence for the cylinders is:
Cylinder 1:
http://img183.imageshack.us/img183/8213/cylinder1solutionzj2.th.png (http://img183.imageshack.us/my.php?image=cylinder1solutionzj2.png)
Cylinder 2:
http://img237.imageshack.us/img237/7065/cylinder2solutiongc5.th.png (http://img237.imageshack.us/my.php?image=cylinder2solutiongc5.png)
Cylinder 3:
http://img237.imageshack.us/img237/9933/cylinder3solutionxz4.th.png (http://img237.imageshack.us/my.php?image=cylinder3solutionxz4.png)

i) The lever which depicts the XOR-pipes (one can be opened, but the other one must close) in the Square Building controls the pipes in the building south where there are grates on the ground and doors with numerous pipes protruding from them.You have to put the lever in a position so that the left pipe is closed to go on there.

j) If all else fails, explorer the Water Tank area.

Merus
01-04-2009, 09:25 AM
Dan, your third cylinder won't result in water flowing to it. I got problems with your first cylinder as well - I think that if we hook up two water-filled pipes to each other, the warning light on the control panel that depicts two arrows flowing into one another will come on.

DANoWAR
01-04-2009, 10:26 AM
Dan, your third cylinder won't result in water flowing to it. I got problems with your first cylinder as well - I think that if we hook up two water-filled pipes to each other, the warning light on the control panel that depicts two arrows flowing into one another will come on.

*scratches head* I have this self-drawn diagram here. I could see the first cylinder creating a circle flow, but the third seems perfectly alright to me. I'll scan this and post it...

EDIT: Here you are.

http://img154.imageshack.us/img154/346/pipesolutionlm3.th.png (http://img154.imageshack.us/my.php?image=pipesolutionlm3.png)

Adrenaline
01-04-2009, 11:29 AM
i) The lever which depicts the XOR-pipes (one can be opened, but the other one must close) in the Square Building controls the pipes in the building south where there are grates on the ground and doors with numerous pipes protruding from them.You have to put the lever in a position so that the left pipe is closed to go on there.

Yeah, on the map that looks like this will open a new path.

Brickroad
01-04-2009, 03:26 PM
http://scibbe.com/stash/lprhem/rhem_06b_0001.png
http://scibbe.com/stash/lprhem/rhem_06b_0002.png
http://scibbe.com/stash/lprhem/rhem_06b_0003.png
Here's Merus's solution to the Generator puzzle. Let's see how it works out for us.

http://scibbe.com/stash/lprhem/rhem_06b_0004.png
Nope. Not only do we not get any power, but it looks like you've got water clashing somewhere in the system.

http://scibbe.com/stash/lprhem/rhem_06b_0004a.png
http://scibbe.com/stash/lprhem/rhem_06b_0004b.png
http://scibbe.com/stash/lprhem/rhem_06b_0004c.png
Maybe danowar's solution fares better. Let's see.

http://scibbe.com/stash/lprhem/rhem_06b_0004d.png
Well, looks like the water is flowing okay, but we only get 50% power. Something's not right with this solution either.

Anyway, let's head back to Building I and play with the lights some more.

http://scibbe.com/stash/lprhem/rhem_06b_0005.png
Pushing the nine buttons in a completely different sequence gives us the same result. This is in stark contrast to the previous machine we saw with this type of design. On that one static input resulted in a random result, whereas here random input gives us a static result.

http://scibbe.com/stash/lprhem/rhem_06b_0006.png
Let's see what the viewport says if I just push one button.

http://scibbe.com/stash/lprhem/rhem_06b_0007.png
Aha! A new pattern! Just to be safe I tried a couple different buttons, and as long as I just have one pressed this is what I get.

http://scibbe.com/stash/lprhem/rhem_06b_0008.png
Let's try turning on two lights.

http://scibbe.com/stash/lprhem/rhem_06b_0009.png
Once again, no matter which buttons I use, as long as I turn two lights on I get this pattern.

http://scibbe.com/stash/lprhem/nine_pie_charts.png
Here's the output I get from the machine for one through nine buttons pressed. The machine is definitely reading the number of lights turned on, and not the buttons I use to activate them.

Merus
01-04-2009, 03:33 PM
*scratches head* I have this self-drawn diagram here. I could see the first cylinder creating a circle flow, but the third seems perfectly alright to me. I'll scan this and post it...

EDIT: Here you are.

http://img154.imageshack.us/img154/346/pipesolutionlm3.th.png (http://img154.imageshack.us/my.php?image=pipesolutionlm3.png)
Yeah, you're looking at the third cylinder from the wrong side. The angle you've got on your diagram will work, but we're looking at the third cylinder from the same direction as the first.

Then again, your solution's probably a damn sight closer than mine. Dammit.

Brickroad
01-04-2009, 03:51 PM
http://scibbe.com/stash/lprhem/rhem_06b_0010.png
Finally, we return to the Square Building and throw the switch, theorizing that it will switch which of the two rooms at the end of the pipe is flooded.

http://scibbe.com/stash/lprhem/rhem_06b_0011.png
Looks like that did the trick! We can see water on the floor of the previously empty room from here.

http://scibbe.com/stash/lprhem/rhem_06b_0012.png
Yep, definitely flooded. So that means...

http://scibbe.com/stash/lprhem/rhem_06b_0013.png
...the previously flooded room is now empty. And look! A door is revealed on the north wall!

http://scibbe.com/stash/lprhem/rhem_06b_0014.png
The door opens into a catwalk lined with pipes leading north.

http://scibbe.com/stash/lprhem/rhem_06b_0015.png
This catwalk is high up off the ground, and very long.

http://scibbe.com/stash/lprhem/rhem_06b_0016.png
It ends with this ladder leading down into the Square Building.

http://scibbe.com/stash/lprhem/rhem_06b_0017.png
This is a part of the Square Building we haven't been in yet. the hallway heads north and then turns right.

http://scibbe.com/stash/lprhem/rhem_06b_0018.png
Soon we're met with a large cylindrical drum and an inviting red button.

http://scibbe.com/stash/lprhem/rhem_06b_0019.png
Pushing the button causes the drum to turn 90°, revealing a doorway.

http://scibbe.com/stash/lprhem/rhem_06b_0020.png
The other side of the drum has a button, too.

http://scibbe.com/stash/lprhem/rhem_06b_0021.png
Pressing this one turns the drum 90° again, blocking our path back. Using the same logic as with the wooden platform in the Brick Building, it makes sense to always keep the drum pathway blocked from this side. We wouldn't want to come up on it from a different direction later just to find out we have to come all the way back to turn it!

http://scibbe.com/stash/lprhem/rhem_06b_0022.png
The path exits east out of the Square Building, approaching the lower-west side of the blue tower.

http://scibbe.com/stash/lprhem/rhem_06b_0023.png
There are a couple buttons here but, naturally, neither of them works. The power line running to the tower still has no electricity.

http://scibbe.com/stash/lprhem/rhem_06b_0024.png
It all comes back around to the generator in Building II. Once we get that working we'll be able to play with this blue tower and the wooden elevator outside of the Four Way Tower.

It seems like this diagram should be the key to the mystery, but something is definitely weird about it.

Merus
01-04-2009, 07:47 PM
Brickroad is dropping massive hints that the diagram is different to the layout of the pipes. The only major difference I saw was that both pipes from the first to the second cylinder travel down the same side, but the pipe that curls around the first cylinder also curls around the second one and goes in where the diagram says. Can anyone else see if there are any differences between the diagram and the pipe layout?

Adrenaline
01-04-2009, 08:18 PM
I can't really tell, I wish there was a better view of the actual pipes.

Mazian
01-04-2009, 08:24 PM
I'm fiddling around with that diagram, and I'm either overlooking one piece of information or we haven't seen it. What is the allowed direction through the "upper" (south) generator? I only see a screenshot for the arrow on the lower one.

Brickroad
01-04-2009, 08:27 PM
I'm fiddling around with that diagram, and I'm either overlooking one piece of information or we haven't seen it. What is the allowed direction through the "upper" (south) generator? I only see a screenshot for the arrow on the lower one.

It's not possible to walk around the other side of the generator, but if you look at danowar's diagram he's got water flowing one way through one and the opposite way through the other. That got us to 50% power.

Adrenaline
01-04-2009, 08:38 PM
What if we do this instead, just rotating one of them.

http://i368.photobucket.com/albums/oo126/AdrenalineMJ/pipesolutionlm3-1.png

Mazian
01-04-2009, 08:39 PM
It's not possible to walk around the other side of the generator, but if you look at danowar's diagram he's got water flowing one way through one and the opposite way through the other. That got us to 50% power.
That's no good. We've got an enemy sub after us, we need to take the reactor to 110%.

I reapplied danowar's routing on top of the diagram, and got this:
http://i43.tinypic.com/2ypcbxx.png

But the 50% suggests it needs to go through the top generator in the other direction, like so:
http://i43.tinypic.com/28846k6.png

So, based on the directions you were facing when looking at the cylinders earlier, and giving orientations for the exit points as if they were the hands of a clock:
Cylinder #1 - long arc at 2 and 6, short at 8 and 10
Cylinders #2 and #3 - long arc at 12 and 8, short at 2 and 4

Incidentally, which valve is the one represented at the T-junction in the lower right? I got a bit lost in the tangle outside the building.

DANoWAR
01-05-2009, 12:29 AM
That's no good. We've got an enemy sub after us, we need to take the reactor to 110%.

I reapplied danowar's routing on top of the diagram, and got this:
http://i43.tinypic.com/2ypcbxx.png

But the 50% suggests it needs to go through the top generator in the other direction, like so:
http://i43.tinypic.com/28846k6.png

So, based on the directions you were facing when looking at the cylinders earlier, and giving orientations for the exit points as if they were the hands of a clock:
Cylinder #3 - long arc at 2 and 6, short at 8 and 10
Cylinders #2 and #1 - long arc at 12 and 8, short at 2 and 4

Incidentally, which valve is the one represented at the T-junction in the lower right? I got a bit lost in the tangle outside the building.

Fixed the numbers, the "upper" generator is the northern generator and using Brickroad's given numbers.

EDIT: But I think you mean it completely the other way round, to get the southern generator in the other direction...right?

Brickroad
01-05-2009, 12:57 AM
So if I'm understanding you guys, you want the discs to look like this:

http://scibbe.com/stash/lprhem/rhem_06c_0001.png
http://scibbe.com/stash/lprhem/rhem_06c_0002.png
http://scibbe.com/stash/lprhem/rhem_06c_0003.png
It's worth a shot. Let's throw the switch.

http://scibbe.com/stash/lprhem/rhem_06c_0004.png
No good. We're still not getting any power.

It's baffling, really... you guys seem to have a pretty good grasp of what needs to be done here, but the solutions just aren't working.

Incidentally, which valve is the one represented at the T-junction in the lower right? I got a bit lost in the tangle outside the building.

Now that you mention it...

http://scibbe.com/stash/lprhem/rhem_06c_0005.png
...the breaker switch outside Building II looks out north over a T-junction. The pipes in RHEM seem to flow south and empty out into the river.

Merus
01-05-2009, 02:01 AM
Stupid question, but are we sure the way the arrows flow on the diagram is accurate? This is an odd idea, but maybe there's some screwing with the pipes so that the pipe nearest the Button Box is the "in" pipe, and the pipes where the valve is are the "out" ones.

Brickroad
01-05-2009, 08:59 AM
Stupid question, but are we sure the way the arrows flow on the diagram is accurate? This is an odd idea, but maybe there's some screwing with the pipes so that the pipe nearest the Button Box is the "in" pipe, and the pipes where the valve is are the "out" ones.

This is a valid question, and one I'm happy to squish because it's relevant to all other parts of the game.

It's true RHEM will try to catch you unawares, subvert your expectations, and take things for granted. That's the kind of world it is. But it never crosses the line into blatant trickery. Signs and diagrams don't lie to you, connected objects are always related, and feedback is never misleading.

The game doesn't play nice with you. (I mean, seriously, criss-crossing the pipes for no reason? Kind of a dick move, RHEM!) But it does play fair. A puzzle will only seem incomplete until you find the piece you are missing.

This diagram, like all the others, is accurate. But, like all the others, it has to be interpreted correctly before you can apply what it's telling you to its puzzle.

Adrenaline
01-05-2009, 12:21 PM
So if I'm understanding you guys, you want the discs to look like this:

http://www.scibbe.com/stash/lprhem/rhem_06c_0001.png
http://www.scibbe.com/stash/lprhem/rhem_06c_0002.png
http://www.scibbe.com/stash/lprhem/rhem_06c_0003.png
It's worth a shot. Let's throw the switch.

http://www.scibbe.com/stash/lprhem/rhem_06c_0004.png
No good. We're still not getting any power.


Who's solution is that? He doesn't have the northern one going that way.

Brickroad
01-05-2009, 12:29 PM
Who's solution is that? He doesn't have the northern one going that way.

I used danowar's:

Cylinder #3 - long arc at 2 and 6, short at 8 and 10
Cylinders #2 and #1 - long arc at 12 and 8, short at 2 and 4

I don't know what you mean by "northern one". The cylinders are in an east-west line, so one is as northerly as the next. I can't actually manipulate the generators themselves in any way.

Looking at the Generator area on the map, Cylinder #1 is the easternmost circle, Cylinder #2 is the center one, and Cylinder #3 is the westernmost. #1 and #2 are the ones that are right next to each other. To reach #3 I have to walk around the generator over towards the Green Button Box.

Adrenaline
01-05-2009, 12:38 PM
I thought the eastern one was north for some reason. Anyway, the only change I made from Danowar's was cylinder 3.

Mazian
01-05-2009, 12:46 PM
Fixed the numbers, the "upper" generator is the northern generator and using Brickroad's given numbers.

EDIT: But I think you mean it completely the other way round, to get the southern generator in the other direction...right?
No, I think it was right the way I wrote it. Halfway down this post (http://www.gamespite.net/talkingtime/showpost.php?p=367715&postcount=70), we get a shot of the room from the left side of the diagram, facing right, that's identified as facing west. This means that up on the diagram is south, and cylinder #1 is the rightmost/westmost of the set. Brick, could you give that a try?

The T-junction appears to be doing the right thing when the lever's pulled, at least.

EDIT: Three or four new posts snuck in while I was writing that. To clarify, by "give that a try" I meant my previous post (http://www.gamespite.net/talkingtime/showpost.php?p=368160&postcount=93).

Brickroad
01-05-2009, 12:52 PM
No, I think it was right the way I wrote it. Halfway down this post (http://www.gamespite.net/talkingtime/showpost.php?p=367715&postcount=70), we get a shot of the room from the left side of the diagram, facing right, that's identified as facing west. This means that up on the diagram is south, and cylinder #1 is the rightmost/westmost of the set. Brick, could you give that a try?

As soon as I get home from work.

The T-junction appears to be doing the right thing when the lever's pulled, at least.

Actually, all the lever does is divert the flow of water. It just goes back to its default position if the circuit isn't completed correctly.

DANoWAR
01-05-2009, 01:32 PM
Okay, I'm completely confused as of now. Brickroad, could you edit the piece of paper RHEM gives to the player so that you insert a compass rose and numbers for the cylinders? I think that would really help. ;-)

Brickroad
01-07-2009, 12:32 AM
Obligatory map link (http://www.gamespite.net/talkingtime/showpost.php?p=364080&postcount=2).

http://scibbe.com/stash/lprhem/rhem_06d_0001.png
Mazian is precisely correct. The diagram doesn't match up to the layout of Building II until you turn it upside-down! For some reason whomever drew this diagram made down = south and left = east, so the input and output pipes reverse position.

All that remains to be seen is if his method of getting water through the pipes gets enough water through each generator in order to power both elevators.

http://scibbe.com/stash/lprhem/rhem_06d_0002.png
http://scibbe.com/stash/lprhem/rhem_06d_0003.png
http://scibbe.com/stash/lprhem/rhem_06d_0004.png
Moment of truth. Let's go throw the switch.

http://scibbe.com/stash/lprhem/rhem_06d_0005.png
That did the trick! 100% power!

http://scibbe.com/stash/lprhem/rhem_06d_0006.png
Running upstairs and looking out the window, we can see we've successfully routed the water through the generator room rather than the bypass pipe.

http://scibbe.com/stash/lprhem/rhem_06d_0007.png
Now that the elevators are powered, let's explore the rooms they connect to. First the wooden one near the Four Way Tower. It brings us up to what looks to be the second floor of the tower.

http://scibbe.com/stash/lprhem/rhem_06d_0008.png
It looks like a small office of some sort (albeit without a desk or computer or lava lamp or whatever else you typically find in an office). There are five alcoves: two along the north wall, two along the south, and one on the far east wall.

http://scibbe.com/stash/lprhem/rhem_06d_0009.png
In the northwest alcove is this diagram displaying a water tank and a fairly simple network of pipes.

http://scibbe.com/stash/lprhem/rhem_06d_0010.png
Opposite the water tank diagram, in the southwest alcove, is a picture of two boys and a pair of flower vases.

http://scibbe.com/stash/lprhem/rhem_06d_0011.png
Crossing over to the northeast alcove we find a control box labeled "SIMULATION".

http://scibbe.com/stash/lprhem/rhem_06d_0012.png
Pressing the red button causes some symbols to appear. From here I can press any of the six buttons. Doing so altenatesrs the shape in the left column and the color in the right.

http://scibbe.com/stash/lprhem/rhem_06d_0013.png
Pairs of buttons always change together, so pressing either button in the pair alters the appearance of both buttons in that pair.

Brickroad
01-07-2009, 12:37 AM
http://scibbe.com/stash/lprhem/rhem_06d_0014.png
In the southwest alcove is a numeric keypad hooked up to a printer. There are a couple helpful six-digit codes scrawled on the wall, so let's start out by trying those.

(To use this machine you have to push the red button to turn it on, then punch your numbers in, then the green one to print. I think it was designed this way to obfuscate how many digits each code was going to be, and I have no doubt that the numbers we have are here because time and/or budget constraints kept the designer from locking them behind insidious puzzles. I won't look a gift horse in the mouth.)

http://scibbe.com/stash/lprhem/rhem_06d_0015.png
Entering 275371 prints out this page of odd symbols, a few of which have numbers.

http://scibbe.com/stash/lprhem/rhem_06d_0016.png
446188 gets me what looks like an outline of the boys from the picture near the entryway.

An while I'm here...

c) I think it's pretty possible we have seen our last button box. The boxes themselves show two different code combinations. The colored coded ovals make no sense yet, but the grid code is worked out.
The grid code works as follows: We will find a control box with a number pad or just plain buttons in the shape of the grid. We will then enter the following code in this box in the given order (as shown by the numbers):
Lower Right, Lower Right, Upper Left, Lower Right, Upper Right, Upper Left.

If I'm reading you right, danowar, you want to try 991936.

http://scibbe.com/stash/lprhem/rhem_06d_0016b.png
It's just another diagram of some sort. On the plus side though, this means like half the Button Boxes are solved!

http://scibbe.com/stash/lprhem/rhem_06d_0017.png
Lastly, on the far east wall, is a strange machine of some kind.

http://scibbe.com/stash/lprhem/rhem_06d_0018.png
The machine consists of a monitor, two buttons, and a box. The box section can be opened and closed, and inside is an oddly partitioned panel. One of the buttons looks to control the monitor and the other looks to open the key-sized hatch next to the image of a key.

http://scibbe.com/stash/lprhem/rhem_06d_0019.png
Both buttons BZZRT! at me as long as the box is open, though.

http://scibbe.com/stash/lprhem/rhem_06d_0020.png
Closing the box then pushing the top button causes a message to scroll across the screen:

Hello. My name is KALES. By the time you see this message I will have been long gone from RHEM. I don't know what brought you here or whether you will be able to return to your world.

But in any event, by now you will have seen some parts of RHEM. Maybe you will have come across other people who have been stranded here. While it is difficult enough to get to RHEM, it is even more difficult to get away from it.

If fate has kept you a prisoner here I can offer you the opportunity to return to your own world. But I will need your help.

Let me explain: I haven't seen my brother ZETAIS since I left for RHEM many years ago. He lives in your world now. The picture on the wall behind you was taken when we were children. This and another picture in another building in RHEM are the only keepsakes I have that remind me of my brother.

And even though, I cannot return to his world and yours, I have to contact him. In RHEM is a letter I have written to him. Because I didn't want it to be read by the wrong person I tore the master copy into four parts. Each of the fragments is hidden in a different place in RHEM.

Find the parts and put them together on the machine right next to this monitor. If you help me get this letter to my brother ZETAIS I can help you get back to your world.

Good luck! I'll see you soon.

Well, looks like we at least have a clear goal now: if we find the pieces of this guy's letter he promises to get us home. Since the only other way we know to leave RHEM is to wait for some other poor bastard to come along and then jack his ride, this sounds like a pretty sweet deal to me.

(I suppose it goes without saying, but you really shouldn't worry so much about all plot holes this drags up. Such as, if this device can transmit a letter to this ZETAIS fellow, why didn't KALES just do that and then burn the letter, rather than go through the trouble of hiding the pieces? It's because of the same reason that the guy from the beginning of the game refused to wait a few minutes and take us back with him; if things didn't happen in exactly this precise way, there'd be no reason for a curious stranger to be gallavanting all around RHEM tweaking pipes and completing electric currents and deciphering weird glyphs.)

http://scibbe.com/stash/lprhem/rhem_06d_0021.png
All that was in that room was a crateful of clues alluding to more puzzles, many of which we haven't started on yet. I suppose that was worth all the trouble we went through to get in there.

We do have another elevator that's powered now, though. Let's go check it out.

http://scibbe.com/stash/lprhem/rhem_06d_0022.png
Back through the formerly-covered-by-waterfall room and down through the bowels of the Square Building, we come to the elevator's lower-west side. Unfortunately pushing the arrow buttons doesn't open the door. What gives!?

http://scibbe.com/stash/lprhem/rhem_06d_0023.png
Let's see what the cross button does, then.

http://scibbe.com/stash/lprhem/rhem_06d_0024.png
A loud sound comes from the elevator shaft after pressing the cross button, and then the arrow button opens the doors for us. Apparently the elevator was up on the top floor when we arrived, and the cross button serves to call it to our level.

http://scibbe.com/stash/lprhem/rhem_06d_0026.png
Lots of buttons in this elevator! Obviously the up and down buttons move the elevators, and the "in" and "out" buttons manually control the doors. Before you have to go anywhere you have to close the doors.

(Fun fact: what single "puzzle" in the game caused me to be stuck the longest? If you guessed "he didn't close the wooden elevator and couldn't figure out why it wasn't working even after he got the Building II generator running" you are correct! Seriously I spent a couple hours at least scouring and re-scouring that area looking for a second power source, a hidden button, anything. It didn't occur to me to manually close the door from the inside until I happened to notice my cursor change as I moused over to the button one time. D'oh!)

http://scibbe.com/stash/lprhem/rhem_06d_0028.png
The elevator exits west onto a catwalk which, as you can plainly see on the map, quickly curves around to the south and eventually heads off east.

Brickroad
01-07-2009, 12:39 AM
http://scibbe.com/stash/lprhem/rhem_06d_0029.png
The outside of this elevator has three buttons: one to open the doors, one to call it to this position, and another curvy arrow. That's right: the elevator has only one door on the inside, even though it has four on the outside. From this position we can rotate the elevator so the exit is either in the east or the west.

Remember, we've visited this elevator from the upper-east entrance before, and saw no such button. That tells us the elevator can only be manipulated from this side. (It tells us a few other things too, but I'll leave those as an excersize for you guys.)

http://scibbe.com/stash/lprhem/rhem_06d_0033.png
Enough playing with elevators! Let's follow this catwalk! It runs southeast into a dividing wall between those big mountains, there.

http://scibbe.com/stash/lprhem/rhem_06d_0034.png
It comes out in another area of RHEM. This place looks familiar, no?

http://scibbe.com/stash/lprhem/rhem_06d_0035.png
Oh goodie! It's our old friend the Pumping Station! We must be on that high catwalk we couldn't reach earlier. Which means...

http://scibbe.com/stash/lprhem/rhem_06d_0036.png
...the viewing device on the plateau is within our reach now.

http://scibbe.com/stash/lprhem/rhem_06d_0037.png
Kind of a strange place for a viewing device, since there's nothing much to look at around here.

http://scibbe.com/stash/lprhem/rhem_06d_0038.png
The view is tiny and pretty lame, but I'll take a good look around just in case.

http://scibbe.com/stash/lprhem/rhem_06d_0039.png
Ack! A password, seemingly out of nowhere!

http://scibbe.com/stash/lprhem/rhem_06d_0040.png
It's the outside of the star door set into the Pumping Station's square building. It's a good thing we closed it when we were done with it or we would have missed what seems to be an important set of numbers!

http://scibbe.com/stash/lprhem/rhem_06d_0041.png
Anyway, let's continue east on the path.

http://scibbe.com/stash/lprhem/rhem_06d_0042.png
Once again the path brings us through a brick dividing wall.

http://scibbe.com/stash/lprhem/rhem_06d_0043.png
Then it leads us down the set of U-shaped stairs you can see on the map just above the Manhole room.

http://scibbe.com/stash/lprhem/rhem_06d_0044.png
Then further east into a rocky area of RHEM.

http://scibbe.com/stash/lprhem/rhem_06d_0045.png
The path ends with a path off to the south, and a small room that has a similar design to the Round Building's Control Room.

http://scibbe.com/stash/lprhem/rhem_06d_0046.png
This is the building labeled Simulation Control Room on the map. I bet it's filled with goodies!

Brickroad
01-07-2009, 12:41 AM
http://scibbe.com/stash/lprhem/rhem_06d_0047.png
First thing's first, gotta step inside and close the door...

http://scibbe.com/stash/lprhem/rhem_06d_0049.png
Another map. This one's identical to the one in the Round Building Control Room, except of course for our position on it. Looks like we're pretty close to the north side of the Round Building.

http://scibbe.com/stash/lprhem/rhem_06d_0050.png
Let's push the button on the wall and see what it does. Obviously it turns on a machine off to our left.

http://scibbe.com/stash/lprhem/rhem_06d_0051.png
Namely, this machine here, on the western wall of the Simulation Control Room.

http://scibbe.com/stash/lprhem/rhem_06d_0052.png
Each of these four buttons controls the set of ten boxes directly above it, coloring them either white or black. There's no pattern to them that I can see.

http://scibbe.com/stash/lprhem/rhem_06d_0053.png
http://scibbe.com/stash/lprhem/rhem_06d_0054.png
Every time you press a button you get random output in that column. Here are a few more examples.

http://scibbe.com/stash/lprhem/rhem_06d_0055.png
On the wall opposite is a control box. The green button BZZRT!s at me at first...

http://scibbe.com/stash/lprhem/rhem_06d_0056.png
...but the red button activates a camera that's pointed at a doorway somewhere. Blocking the doorway is a metal panel with a design on it.

http://scibbe.com/stash/lprhem/rhem_06d_0057.png
Looks like the combination to the door is going to be a four-digit code. The digits go from 0-9. Once I know the code I should be able to punch it in and use the green button to open or close the door.

http://scibbe.com/stash/lprhem/rhem_06d_0058.png
Finally on the south wall is... whatever this is.

http://scibbe.com/stash/lprhem/rhem_06d_0059.png
The red button just BZZRT!s at me.

http://scibbe.com/stash/lprhem/rhem_06d_0060.png
And so does the green one. This stupid control panel isn't of any use at all.

Brickroad
01-07-2009, 12:43 AM
http://scibbe.com/stash/lprhem/rhem_06d_0061.png
The path outside leading south leads to a small brick building.

http://scibbe.com/stash/lprhem/rhem_06d_0062.png
Through the window we can see some stairs and a pathway off to our south.

http://scibbe.com/stash/lprhem/rhem_06d_0063.png
But we can't actually go anywhere because this door is in our way! Which means...

http://scibbe.com/stash/lprhem/rhem_06d_0064.png
...yep, high up on the wall behind us is the camera.

http://scibbe.com/stash/lprhem/rhem_06d_0065.png
Wave, everyone!

http://scibbe.com/stash/lprhem/rhem_06d_0066.png
From here we can very clearly see the path continuing out that doorway and then further south, but we're blocked until we know the combination. So we've got that going for us.

http://scibbe.com/stash/lprhem/exploredsofar.png
Just for fun, I thought I'd show you guys just how much of RHEM we've seen. Colored in yellow are all the areas up through the Pumping Station puzzle, and areas in green are everything up through the Generator. It looks like we've pretty thoroughly covered most of the core of RHEM, just leaving four somewhat self-contained areas we haevn't been to yet.

Four areas to explore, four letter pieces to find... surely this is just a coincidence!

UNRESOLVED ISSUES:

We need to bring four letter pieces back to the second floor of the Four Way Tower; this will somehow be our ticket out of RHEM.
The second floor of the Four Way Tower was a treasure (http://www.gamespite.net/talkingtime/showpost.php?p=370309&postcount=104) trove (http://www.gamespite.net/talkingtime/showpost.php?p=370320&postcount=105) of clues, images and diagrams.
The outside of the star door revealed a three-number sequence (http://www.gamespite.net/talkingtime/showpost.php?p=370323&postcount=106).
There's a machine in the Simulation Control Room that gives seemingly random sequences (http://www.gamespite.net/talkingtime/showpost.php?p=370327&postcount=107) of colored boxes.
The door outside the Simulation Control Room (http://www.gamespite.net/talkingtime/showpost.php?p=370327&postcount=107) requires a four-digit code to open.
A third machine (http://www.gamespite.net/talkingtime/showpost.php?p=370327&postcount=107) in the Simulation Control Room doesn't seem to function at all!
We can turn the lights on (http://www.gamespite.net/talkingtime/showpost.php?p=367720&postcount=72) in Building I, and the number of lights determines which in a set of strange symbols (http://www.gamespite.net/talkingtime/showpost.php?p=367996&postcount=85) we can see on a nearby viewscreen.
An odd machine (http://www.gamespite.net/talkingtime/showpost.php?p=365022&postcount=25) on the catwalk that gives seemingly random output, and is connected to a yellow wire that runs down and off to the west.
A machine next to it (http://www.gamespite.net/talkingtime/showpost.php?p=365024&postcount=26) that shows information pertaining to water tanks. There's a similar diagram set into the wall of the brick building (http://www.gamespite.net/talkingtime/showpost.php?p=367721&postcount=73) near the Generators.
A strange glyph machine (http://www.gamespite.net/talkingtime/showpost.php?p=365735&postcount=46) to the south of the Pumping Station near a broken bridge.
We've decoded the Button Boxes. Some of them were useful in getting a printout from the Four Way Tower, but many still have no meaning. (Purple #1 (http://www.gamespite.net/talkingtime/showpost.php?p=365724&postcount=42), Purple #2 (http://www.gamespite.net/talkingtime/showpost.php?p=365735&postcount=46), Purple #3 (http://www.gamespite.net/talkingtime/showpost.php?p=367722&postcount=74), Red #1 (http://www.gamespite.net/talkingtime/showpost.php?p=365724&postcount=42), Red #2 (http://www.gamespite.net/talkingtime/showpost.php?p=365723&postcount=41), Red #3 (http://www.gamespite.net/talkingtime/showpost.php?p=365729&postcount=43), Blue #1 (http://www.gamespite.net/talkingtime/showpost.php?p=365723&postcount=41), Blue #2 (http://www.gamespite.net/talkingtime/showpost.php?p=365723&postcount=41), Blue #3 (http://www.gamespite.net/talkingtime/showpost.php?p=367715&postcount=70), Green #1 (http://www.gamespite.net/talkingtime/showpost.php?p=365732&postcount=44), Green #2 (http://www.gamespite.net/talkingtime/showpost.php?p=367718&postcount=71), Green #3 (http://www.gamespite.net/talkingtime/showpost.php?p=367722&postcount=74))
Wait, if the Button Box combinations were on the White Button Box, what does the sign by the entrance (http://www.gamespite.net/talkingtime/showpost.php?p=364087&postcount=7) mean?
At least THREE buttons on the outside of the lower level of the Round Building which haven't done anything. (North (http://www.gamespite.net/talkingtime/showpost.php?p=364083&postcount=5), East (http://www.gamespite.net/talkingtime/showpost.php?p=364087&postcount=7), South (http://www.gamespite.net/talkingtime/showpost.php?p=365028&postcount=28))
A rotating bridge (http://www.gamespite.net/talkingtime/showpost.php?p=364082&postcount=4) north of the Round Building, locked into the east/west position, that we cannot cross.
An incomplete platform (http://www.gamespite.net/talkingtime/showpost.php?p=364083&postcount=5) that looks like it can be raised into position.
We still haven't explored the path leading west from the submerged catwalk.
We also haven't tried taking the upper-east exit out of the blue elevator near the Square Building.

Here's the map link (http://www.gamespite.net/talkingtime/showpost.php?p=364080&postcount=2).

Lucas
01-07-2009, 01:02 AM
I know you said to ignore the plotholes, but this guy has a letter he doesn't want read by the "wrong person" so he tears it up. That's fine, but then he tasks any passing stranger with a desire to leave RHEM with reassembling it?

Also, "master copy"? Doesn't that imply there's other, intact copies just floating around somewhere?

Brickroad
01-07-2009, 11:22 AM
I know you said to ignore the plotholes, but this guy has a letter he doesn't want read by the "wrong person" so he tears it up. That's fine, but then he tasks any passing stranger with a desire to leave RHEM with reassembling it?

Also, "master copy"? Doesn't that imply there's other, intact copies just floating around somewhere?

Every ounce of grey matter you devote to unraveling RHEM's incredibly deep and complex plot is an ounce of grey matter not being used to solve puzzles.

For the record, the plot of RHEM 2 is "there's an artifact in another part of RHEM that looks like one our uncle has so go take a picture of it so we can examine what it looks like and get into another part of RHEM" and the plot of RHEM 3 is... uh... I forget. Something about artifacts no doubt.

Kirin
01-07-2009, 01:50 PM
Once again I don't have a lot of time right now for puzzling (gotta get back to work), but I think I can at least see the general ways to get to our four remaining areas:

Water Tank - I believe we can get to this right now by manipulating the water pool near the four way tower to let us take the sunken path

Pentangle Complex - looks like we get there from the East side of the elevator near the square building, so we need to use the side with the buttons to rotate the door around to the opposite side, then hike around the long way and ride it.

Far East area - first we need to solve the Simulation Room puzzle, then I'm guessing the eastern path from there will have a puzzle that lets us raise the bridge very near our starting position. The path south leading to a broken bridge near the Round Building is probably also involved. It also looks like there's a potential pailway out over there, so this one may happen last...

Radio Complex - to get there, we clearly need to exit the Round Building from the lower West exit. No clear way to do that yet that I can see. If it's possible to fix the path North from the Round Building that might let us loop around enough to do it.

...well, that should give us some directions anyway. Water Tank and Pentangle are the easiest targets for now.

Mazian
01-07-2009, 03:47 PM
Water Tank looks manageable from afar, since we seem to have gotten some clues clear back near the beginning of the game. Also, it looks like a Layton puzzle. Let's go visit.

That photo in the office? The one where the kid is holding a multi-colored beach ball? I bet that's purely decorative. No way those colors are gonna show up later.

Brickroad
01-07-2009, 03:57 PM
Water Tank looks manageable from afar, since we seem to have gotten some clues clear back near the beginning of the game. Also, it looks like a Layton puzzle. Let's go visit.

Will do.

That photo in the office? The one where the kid is holding a multi-colored beach ball? I bet that's purely decorative. No way those colors are gonna show up later.

Same with the giant numbers on their shirts, I'm sure. =)

Brickroad
01-12-2009, 12:11 AM
All up in yo' map link (http://www.gamespite.net/talkingtime/showpost.php?p=364080&postcount=2).

http://scibbe.com/stash/lprhem/rhem_07_0001.png
To check out the Water Tank, first we have to drain the water out of the Four Way Tower area. So back to our trusty valve!

http://scibbe.com/stash/lprhem/rhem_07_0002.png
Then down into the previously-flooded area, and up the ladder on the other side.

http://scibbe.com/stash/lprhem/rhem_07_0003.png
This brings us up to the overpass that leads west into the Water Tank area.

http://scibbe.com/stash/lprhem/rhem_07_0004.png
The path continues west to some stairs that lead up on top of the tank...

http://scibbe.com/stash/lprhem/rhem_07_0005.png
...and over a bridge that goes across the largest of them. Checking the map, you can see there are four tanks: one huge one in the eastern area (which we're crossing now) and three smaller ones in the northern, western and southern areas.

http://scibbe.com/stash/lprhem/rhem_07_0006.png
After crossing the large tank some stairs lead down to a ladder that will take us to ground level.

http://scibbe.com/stash/lprhem/rhem_07_0007.png
At the bottom of the ladder is this control box. It's just got one large button.

http://scibbe.com/stash/lprhem/rhem_07_0008.png
All it does is spits a number out at me.

http://scibbe.com/stash/lprhem/rhem_07_0009.png
Facing north from where we came down the ladder we can see a path going off to the west or another that goes through a doorway to the northeast. This area is a little difficult to make out on the map, but we're standing in the middle of the Water Tank area.

http://scibbe.com/stash/lprhem/rhem_07_0010.png
We'll explore the sidepath first.

http://scibbe.com/stash/lprhem/rhem_07_0011.png
It goes around the corner and ends at this strange contraption. This is the small circle at the southwest edge of the center of the Water Tank area.

Brickroad
01-12-2009, 12:13 AM
http://scibbe.com/stash/lprhem/rhem_07_0012.png
This is a very complicated device. First of all, there's this part, which shows me a design when I mouse over it.

http://scibbe.com/stash/lprhem/rhem_07_0013.png
Secondly there's this big honkin' lever. Pulling it advances the number marker on the side down to the 1 position, and we hear the rushing sound of water.

http://scibbe.com/stash/lprhem/rhem_07_0014.png
Pulling it again advances it down to 2 but doesn't seem to have any other effects.

http://scibbe.com/stash/lprhem/rhem_07_0015.png
After it's been pulled four times, it won't work anymore. However, I can rotate the disc in the middle to any of four different positions.

http://scibbe.com/stash/lprhem/rhem_07_0016.png
Depending on what position the disc is in, I can get a different reading from the machine.

http://scibbe.com/stash/lprhem/rhem_07_0017.png
I've now moved the disc back to its original position. Note that it's giving me a different reading from when we started. Also note that pulling the lever in this position didn't do me any good.

http://scibbe.com/stash/lprhem/rhem_07_0018.png
Behind us is a huge pipe with a single button on it.

http://scibbe.com/stash/lprhem/rhem_07_0019.png
I push the hell out of it, 'cause that's just how I roll. This causes some water to move around, but I can only hear it and honestly all rushing water kind of sounds the same to me.

http://scibbe.com/stash/lprhem/rhem_07_0020.png
Back at the complicated machine, the disc is still in it's original position and the readout has defaulted back to what it started as. Also, the counter has snapped back to zero.

http://scibbe.com/stash/lprhem/rhem_07_0021.png
Now let's check the doorway off to the northeast of the ladder.

http://scibbe.com/stash/lprhem/rhem_07_0022.png
This pathway wraps around to the eastern side of the northern tank. It's got 1200 printed on it in white paint. There's a control box outside the tank, and a ladder leading to what looks like a door through the middle of the tank.

Why anyone would construct a passageway through the middle of a water tank is beyond me.

http://scibbe.com/stash/lprhem/rhem_07_0023.png
Like the one outside the giant east tank, this box just has a single button.

http://scibbe.com/stash/lprhem/rhem_07_0024.png
That's all it does. One yellow light and four zeroes.

http://scibbe.com/stash/lprhem/rhem_07_0025.png
What's worse, the door leading into the tank won't open. Looking at the map, it does seem that the path we need to be on snakes directly through all four tanks, starting here and ending in the giant tank with a letter piece.

http://scibbe.com/stash/lprhem/rhem_07_0026.png
Here's an overhead view of the disc part of the complicated machine.

Looks like we've got our work cut out for us, gang.

All up in yo' map link (http://www.gamespite.net/talkingtime/showpost.php?p=364080&postcount=2) again.

Merus
01-12-2009, 05:25 PM
No peeps talking?

Well, at this point the puzzle seems to involve getting the water towers to various levels so we can walk through. I would hazard at a guess that the number on the water tank corresponds to the device we saw earlier that spits out a number based on the way the water tanks are arranged.

Mazian
01-12-2009, 10:01 PM
No peeps talking?
Well, you know, real life and all that jazz.

Digression time. The bit with KALES and ZETAIS tangentially reminded me another puzzle game, Ween: The Prophecy, an old DOS-based Sierra release from somewhere back in the '90s. It also did the ALL-CAPS NAMES routine - you were WEEN, and you had to save the world from KRALL, and there was some useless old guy named PETROY, etc. Every other piece of text in the game was capable of using lower-case letters, though. It also differed from RHEM in two critical ways:

Inventory-based puzzles. Areas were usually one screen which you couldn't pass until solving the puzzle with whatever was on that screen and whatever was still in hand. No backtracking, no exploration.
It sucked.

I should totally LP it, if I could just figure out how. "Here's a puzzle game with no useful interaction and no fun at all!"

Okay, back to the water tanks. These images from earlier are clearly relevant.
http://www.scibbe.com/stash/lprhem/rhem_05d_0083.png
http://www.scibbe.com/stash/lprhem/rhem_05d_0084.png
More floating bridges inside the tanks, so we'll need to set the levels appropriately - just as anticipated.

So, we need to rearrange some water. Remember this box from near the beginning?
http://www.scibbe.com/stash/lprhem/rhem_03_0018.png
Its operation is a little complex - original post (http://www.gamespite.net/talkingtime/showpost.php?p=365024&postcount=26). I suspect we're going to need to do some tests with the machinery to verify this and work out the procedures, but it looks like we can do these things:

Move all water from one of the small tanks to the big tank.
Move 1/4 of the big tank's water to a small tank.
Move all of the water from one small tank to another small tank.
Split the water in two small tanks 50/50.


It's possible that we can only do 2 and 4, depending on how you interpret the box's output. (EDIT: Come to think of it, that's probably the case. The lever that causes water to rush around only goes one direction, so how would we even activate reverse moves?)

The big tank has 6400... it's a German game, so let's say 6400 liters in it, if we assume the meter's reading the volume. We probably need to put 1200 liters in that first small tank. Does the catwalk offer views of the other tanks, or are we stuck with only that much information? Perhaps 1200 in each of the three small tanks, leaving 2800 in the big one.

Mazian
01-12-2009, 10:19 PM
Let's take that a step further.

We need to get 1200 liters into Small Tank #2, if we number them 1-3 based on their positions in the big-small-small-small diagram. (Will this require an annotated map shortly? Probably.) The disc thing only lets us directly connect the big tank to small tanks 1 and 2. We're pretty sure we can do a 3:1 big:small transfer.

Soooo... how's this plan?

Set the disc to connect the big tank to ST #1 (the arc goes along the left side). Yank the lever, then go check the meter on the big tank: I think it should read 4800, having transfered 1600 liters to ST #1. If that works, things are in good shape: 1/4 of that remaining 4800 is 1200, just what we need. Twirl the disc around so it connects the big tank to ST #2 (along the bottom side), pull the lever again, and see if that gets us anywhere at the little tank.

End results (in theory):
Big tank - 3600 liters
Small tank #1 - 1600 liters
Small tank #2 - 1200 liters
Small tank #3 - 0 liters
Total - 6400 liters

I can't figure how to get 1200 into all the tanks, though... well, I'll hope that guess is wrong.

Brickroad
01-12-2009, 11:48 PM
Does the catwalk offer views of the other tanks, or are we stuck with only that much information?

Yes and no. The tanks themselves are pretty big and you can see them from pretty much anywhere in the Water Tank complex, but they sit outside of a diamond-shaped brick wall. So from the center of the complex (inside the wall) you can only see the tops of the tanks. To see the sides we have to exit the walled area through the northeast door.

The catwalk leading in from the Generator area ends right about the center of the Water Tank complex and offers us a pretty good view from inside the wall.

http://scibbe.com/stash/lprhem/rhem_07a_0001.png
Facing east, the stairs leading up and over the big tank, across the catwalk, and back to Generator area.

http://scibbe.com/stash/lprhem/rhem_07a_0002.png
Facing north. The tank is the cylindrical object where the sides of the brick wall meet. This is the tank we've visited from outside, which had 1200 painted on it. The door you see on the right is the only door leading through the wall to the outer path, which is surrounded by mountains.

http://scibbe.com/stash/lprhem/rhem_07a_0003.png
Facing west. From here we get a good view of the disc and the four pipes leading into it.

http://scibbe.com/stash/lprhem/rhem_07a_0004.png
Facing south. This is the ladder that takes us down to the ground level where all the fun stuff is.

http://scibbe.com/stash/lprhem/rhem_07a_0005.png
Mazian thinks he's on to somthing. First I'll move the disc to connect the Big Tank with Small Tank #1. Before pulling the lever the readout shows the left half of the U-shape filled up with blue, and the right half empty.

http://scibbe.com/stash/lprhem/rhem_07a_0006.png
After pulling the lever once, there's the sound of rushing water. Now the U-shape is equal on both sides.

http://scibbe.com/stash/lprhem/rhem_07a_0007.png
Running back to the button on the Big Tank, the number has gone down! This must indeed be giving us a measurement of how much water is in the tank, which means we must have transfered 1600 liters over to Small Tank #1.

http://scibbe.com/stash/lprhem/rhem_07a_0008.png
Next we'll line the Big Tank up with Small Tank #2. Again, before pulling the lever the U-shape readout is lopsided.

http://scibbe.com/stash/lprhem/rhem_07a_0009.png
And again, pulling the lever cause water to move about, and the two halves of the U-shape equalize.

If Mazian's right, we should have just moved 1200 liters into Small Tank #2. Let's go see!

http://scibbe.com/stash/lprhem/rhem_07a_0010.png
Small Tank #2 does indeed contain 1200 liters of water. The tank looks to be slightly over halfway full.

http://scibbe.com/stash/lprhem/rhem_07a_0011.png
More importantly, the tunnel on the side of the tank opens up now!

http://scibbe.com/stash/lprhem/rhem_07a_0012.png
It's a tight squeeze, but we manage to crawl through Small Tank #2 and out onto the southwesterly path on the other side.

http://scibbe.com/stash/lprhem/rhem_07a_0013.png
This brings us to the western tank, Small Tank #3. This one has 800 painted on the side.

http://scibbe.com/stash/lprhem/rhem_07a_0014.png
The tank is of course currently empty, so there's no opening the tunnel through it. Looks like we need to get 800 liters into this tank.

Remember, we only get two more pulls on the lever before it will stop responding. At that point I have to press the big red reset button and start over. Of course, we don't know how much water we need to put into Small Tank #1 yet, either.

Adrenaline
01-13-2009, 12:03 AM
Connecting 1 and 3 should give half of 1600 to 3, which is 800. Do it.

Brickroad
01-13-2009, 12:24 AM
Connecting 1 and 3 should give half of 1600 to 3, which is 800. Do it.
Right away, sir!

http://scibbe.com/stash/lprhem/rhem_07b_0001.png
Small Tanks #1 and #3 are connected. Again, before I throw the switch...

http://scibbe.com/stash/lprhem/rhem_07b_0002.png
...and after.

http://scibbe.com/stash/lprhem/rhem_07b_0003.png
The meter on Small Tank #3 now reads 800. The tank is just under halfway full.

http://scibbe.com/stash/lprhem/rhem_07b_0004.png
And the tunnel opens!

http://scibbe.com/stash/lprhem/rhem_07b_0005.png
Crawling through the tank brings us to the southeasterly path leading to the final tank, Small Tank #1.

http://scibbe.com/stash/lprhem/rhem_07b_0006.png
This one has 1100 painted on the side of it.

http://scibbe.com/stash/lprhem/rhem_07b_0007.png
Unfortunately we're 300 liters shy of where we need to be.

Right now our water levels should be at:
Big Tank: 3600 liters
Small Tank #1: 800 liters
Small Tank #2: 1200 liters
Small Tank #3: 800 liters

Of course, moving water out of Small Tanks #2 or #3 will cause the tunnels to be blocked off again.

http://scibbe.com/stash/lprhem/rhem_07b_0008.png
The tunnel refuses to open. We've gotta get 300 more liters from somewhere, and we only have one pull to do it in.

Mazian
01-13-2009, 12:49 AM
1100? Ooo, tricksy.

However, there's only so much that can be done here. ST#1 can only be hooked up to ST#3 or BT - but if we mess with ST#3's level, we can't get through it any more. Therefore, our only choice is to set the disc back on the left again, connecting ST#1 and the Big Tank.

If you add up those two tanks, though, there's 4400 liters in the system. We haven't tried moving water into a non-empty tank yet, but assuming that the 3:1 split is the equilibrium it reaches regardless of the starting points, then one last pull on the lever will leave us with our desired 1100 liters in ST#1, 3300 left in the Big Tank, and doesn't touch our working levels in ST#2 or ST#3 at all.

Adrenaline
01-13-2009, 12:57 AM
ITT: Mazian thinks more logically in me. It did not occur to me that it works by changing the ratio of water instead of transferring a specific fraction of it.

Mazian
01-13-2009, 11:00 AM
It did not occur to me that it works by changing the ratio of water instead of transferring a specific fraction of it.
It's actually playing fair, if you look back at this diagram (http://www.scibbe.com/stash/lprhem/rhem_06d_0009.png) or trace the pipes - there's no pump between the individual tanks. It's purely gravity-driven, and the big tank presumably has a cross-section exactly three times larger than the smalls. (A point that didn't sink in until after writing that earlier mechanics post of mine, which in retrospect is actually wrong about a lot of the details.)

Brickroad
01-14-2009, 01:45 AM
http://scibbe.com/stash/lprhem/rhem_07c_0001.png
Connecting the Big Tank with Small Tank #1 shows us that neither tank is empty, but at the same time the pipe between them isn't equalized. Throwing the switch should move some water from the Big Tank into Small Tank #1 without overfilling it.

http://scibbe.com/stash/lprhem/rhem_07c_0002.png
There we go, pipes are equalized. Let's get a measurement from the tank.

http://scibbe.com/stash/lprhem/rhem_07c_0003.png
1100 liters. Lookin' good!

http://scibbe.com/stash/lprhem/rhem_07c_0004.png
The tunnel opens up! This should get us around to where the letter piece is hidden.

http://scibbe.com/stash/lprhem/rhem_07c_0005.png
We come upon one last tunnel leading into the Big Tank, and yet another control box.

http://scibbe.com/stash/lprhem/rhem_07c_0006.png
Nothing fancy, just three button (red, blue and yellow) with which I can enter a three digit code, then a big button to press when I'm done. The tunnel leading into the tank (and presumably to the letter piece) is connected to this box with a pipe, which you can see in the previous screenshot.

http://scibbe.com/stash/lprhem/rhem_07c_0007.png
Well crap. Lacking the combination, we can't open the tunnel. We must have missed where it was written down elsewhere in RHEM. Sorry guys, time to head back.

http://scibbe.com/stash/lprhem/rhem_07c_0008.png
Of course, since the Big Tank is about halfway empty at this point, the catwalk we came in on is too low to cross. So to add insult to injury we have to hit the reset button, pump all the water back into the Big Tank, then re-do all that work with the disc after we come back with the combination!

http://scibbe.com/stash/lprhem/rhem_07c_0009.png
...or not. A quick glance down into the partially-drained tank reveals this colorful sign. To the bottom right you can see a tunnel leading into the tank from the south, and in the bottom left you can see a sealed box of some type which was submerged when we came in.

By the way, I of course knew this sign was here when I snapped that "show off the button box" screenshot above, but didn't remember what the exact combination was. That just happened to be the numbers I was at when I hit F11. I thought about going back and getting a more "random" sequence, like 3-8-7 or something, but decided to just write this paragraph instead.

http://scibbe.com/stash/lprhem/rhem_07c_0010.png
Matching the colors on the sign to the buttons on the box gives us a combination, and pressing the big button gives us a reassuring DING! sound.

See? 9-1-5 wasn't the right combination anyway.

http://scibbe.com/stash/lprhem/rhem_07c_0011.png
The tunnel opens! The path to our sealed box is complete!

http://scibbe.com/stash/lprhem/rhem_07c_0012.png
Drumroll please...

Brickroad
01-14-2009, 01:50 AM
http://scibbe.com/stash/lprhem/rhem_07c_0013.png
Ta daa! Finally we're making some progress on that letter. (Of course we can't actually read the letter until we've assembled the whole thing. Don't be silly.)

http://scibbe.com/stash/lprhem/the_letter_01.png
Letter pieces you've found get shoved into this little box which appears if you mouse over the black space underneath your view. Strangely enough the box is there from the start of the game, which is a little confusing because it means you run around RHEM and solve a great many puzzles without a clear idea of why you have a little grey box. Once you find KALES's message it makes sense, of course.

All in all I have to say the Water Tank puzzle is probably the weakest part of the game. For one it's probably overclued. I mean, you can't even get here until you've solved the Pumping Station puzzle, and that involves a great deal of travel, piecing together disparate pieces of information, trial-and-error, and a fair bit of obfuscation. By the time you get to the Water Tank you have nearly perfect information about how the machine operates and what your goal is.

Not only that, but the puzzle itself is pretty straightforward and can be solved in steps. Get 1200 in the first tank to read the second, 800 in the second to read the third, 1100 in the third to get to the letter piece. I actually solved the puzzle the first time with improper knowledge of how the pipes operated; I thought I was pumping a static amount of water into a tank with each pull of the lever. However, I reached the same conclusion Mazian did; there were only two positions for the last pull and one was ruled out immediately. So without knowing exactly what I was doing I put the machine into the only state that made sense and, voila!, puzzle solved. It was only after I sat down and tried to figure out why that last pull achieved a 3300/1100 split that the puzzle made sense.

Part of me wants to think the designer put this section together on a deadline, and didn't have time to make it as convoluted as he wanted. There are so many ways it could be made more... RHEM-like. For example, you need to end up with the tanks at 1200/800/1100/3300, but there's no reason it has to be done in that order. A solution where you, say, first fill the tank you'll actually go through third would force the player to really understand how the pipes work rather than simply going through the three steps. And come on, the correct capacity for each tank is painted on the side of that tank in giant letters.

I do think the hiding place for the combination at the end is pretty clever. I wonder how many people got to that part and decided they'd missed a clue in a Button Box or in KALES's Office or something, and re-filled the Big Tank to run back and check without thinking. I didn't do that, but I did get over-excited and rush right back to the box to plug in 9-1-5 on my first go, without paying attention to the colors.

Anyway, I really shouldn't complain about this puzzle too much. In many other adventure games this would be a crowning achievement. Besides, it's not like we have any shortage of stuff still left to take care of.

UNRESOLVED ISSUES:

We need three more letter pieces. Once we have them we need to bring them to KALES's Office on the second floor of the Four Way Tower; this will somehow be our ticket out of RHEM.
To get to the Pentangle Complex we need to rotate the blue elevator near the Square Building so the door is facing east. However, the rotate button is on the west side of the elevator.
To get to the Radio Complex we have to exit the Round Building from the bottom-west door. However, due to the shape of the movable hallway in that building, it's impossible to move it into that position from the one spot we know of where we can move it: the Control Room to the south of the Round Building.
To get to that building at the far east of RHEM we have to move a lowered platform (http://www.gamespite.net/talkingtime/showpost.php?p=364083&postcount=5) up into position.

The second floor of the Four Way Tower was a treasure (http://www.gamespite.net/talkingtime/showpost.php?p=370309&postcount=104) trove (http://www.gamespite.net/talkingtime/showpost.php?p=370320&postcount=105) of clues, images and diagrams.
The outside of the star door revealed a three-number sequence (http://www.gamespite.net/talkingtime/showpost.php?p=370323&postcount=106).
There's a machine in the Simulation Control Room that gives seemingly random sequences (http://www.gamespite.net/talkingtime/showpost.php?p=370327&postcount=107) of shaded boxes.
The door outside the Simulation Control Room (http://www.gamespite.net/talkingtime/showpost.php?p=370327&postcount=107) requires a four-digit code to open.
A third machine (http://www.gamespite.net/talkingtime/showpost.php?p=370327&postcount=107) in the Simulation Control Room doesn't seem to function at all!
We can turn the lights on (http://www.gamespite.net/talkingtime/showpost.php?p=367720&postcount=72) in Building I, and the number of lights determines which in a set of strange symbols (http://www.gamespite.net/talkingtime/showpost.php?p=367996&postcount=85) we can see on a nearby viewscreen.
An odd machine (http://www.gamespite.net/talkingtime/showpost.php?p=365022&postcount=25) on the catwalk that gives seemingly random output, and is connected to a yellow wire that runs down and off to the west.
A strange glyph machine (http://www.gamespite.net/talkingtime/showpost.php?p=365735&postcount=46) to the south of the Pumping Station near a broken bridge.
We've decoded the Button Boxes. Some of them were useful in getting a printout from the Four Way Tower, but many still have no meaning. (Purple #1 (http://www.gamespite.net/talkingtime/showpost.php?p=365724&postcount=42), Purple #2 (http://www.gamespite.net/talkingtime/showpost.php?p=365735&postcount=46), Purple #3 (http://www.gamespite.net/talkingtime/showpost.php?p=367722&postcount=74), Red #1 (http://www.gamespite.net/talkingtime/showpost.php?p=365724&postcount=42), Red #2 (http://www.gamespite.net/talkingtime/showpost.php?p=365723&postcount=41), Red #3 (http://www.gamespite.net/talkingtime/showpost.php?p=365729&postcount=43), Blue #1 (http://www.gamespite.net/talkingtime/showpost.php?p=365723&postcount=41), Blue #2 (http://www.gamespite.net/talkingtime/showpost.php?p=365723&postcount=41), Blue #3 (http://www.gamespite.net/talkingtime/showpost.php?p=367715&postcount=70), Green #1 (http://www.gamespite.net/talkingtime/showpost.php?p=365732&postcount=44), Green #2 (http://www.gamespite.net/talkingtime/showpost.php?p=367718&postcount=71), Green #3 (http://www.gamespite.net/talkingtime/showpost.php?p=367722&postcount=74))
Wait, if the Button Box combinations were on the White Button Box, what does the sign by the entrance (http://www.gamespite.net/talkingtime/showpost.php?p=364087&postcount=7) mean?
At least THREE buttons on the outside of the lower level of the Round Building which haven't done anything. (North (http://www.gamespite.net/talkingtime/showpost.php?p=364083&postcount=5), East (http://www.gamespite.net/talkingtime/showpost.php?p=364087&postcount=7), South (http://www.gamespite.net/talkingtime/showpost.php?p=365028&postcount=28))
A rotating bridge (http://www.gamespite.net/talkingtime/showpost.php?p=364082&postcount=4) north of the Round Building, locked into the east/west position, that we cannot cross.

Here's the map link (http://www.gamespite.net/talkingtime/showpost.php?p=364080&postcount=2).

Son of Sinistar
01-15-2009, 07:38 AM
For #4 with the randomly shaded boxes, it looks like the sections are paired off and only shades the one next to each other. I think we can make the shape on the door that can be seen with the camera with the buttons.

Brickroad
01-15-2009, 08:53 AM
For #4 with the randomly shaded boxes, it looks like the sections are paired off and only shades the one next to each other. I think we can make the shape on the door that can be seen with the camera with the buttons.

Well, I can't really "make" anything with that machine. It gives random output every time you activate it; it's definitely not an input device (it's labeled "simulation", remember).

Besides, the combination that opens that door is numeric. So even if we could make the pattern on the door with the simulation machine, we'd still need some way to translate it into a four-digit number.

Mazian
01-15-2009, 11:24 AM
Can you make the simulation box match the inverse of the door pattern (http://www.scibbe.com/stash/lprhem/rhem_06d_0056.png)? Looking at the numeric cheat sheet (http://www.scibbe.com/stash/lprhem/rhem_06d_0015.png) from the office, it looks like the red spots on the door could be the equivalent of the white spots on the paper.

....actually, why even simulate that? The paper only has each digit between 0 and 9 listed once (how conveeeeeeeeeenient), so maybe each half of those corresponding blocks is a way of representing that number. (Shades of Riven. Who else here spent hours playing with the wark puzzle?) Looks like the combo would then be 8-5-2-7.

Brickroad
01-16-2009, 12:50 AM
First off, the map link (http://www.gamespite.net/talkingtime/showpost.php?p=364080&postcount=2).

The Water Tank puzzle is done and we have our first letter piece. Time to finish taming the maze. Once this update's over, we'll pretty much have full run of the core of RHEM, and be able to get anywhere with any configuration of paths we want. First we have to address the locked door near the Simulation Control Room.

Getting back there takes a long-ass time. I'll spare you the grisly details but just take my word for it that it was long and also an ass.

Looks like the combo would then be 8-5-2-7.

http://scibbe.com/stash/lprhem/rhem_08_0001.png
Sounds like as good a place to start as any.

http://scibbe.com/stash/lprhem/rhem_08_0002.png
Putting in that combination causes the door to slide up into the ceiling. Very nice.

....actually, why even simulate that?

http://scibbe.com/stash/lprhem/rhem_08_0003.png
With a bit of doing you can re-create the pattern on the door, but it's not very intuitive. At first glance the door glyphs, the simulation glyphs, and the glyphs on the cheat sheet all look similar, and obviously connected. Problem is, the glyphs on the door don't match the ones on the cheat sheet, and you can't re-create the door glyphs in the simulation. It looks as though the door glyphs should show up in the simulation, but they never do.

Until you start looking at the negative space between the glyphs.

This is one of the classic ways adventure games (and RHEM especially) will trip you up. As soon as you convince yourself you know how a puzzle will be solved, or how a machine works, or what a clue is telling you, the game has you. Taking something for granted is one of the simplest ways to get you hopelessly stuck. And indeed, I did get stuck here for quite some time on my first playthrough. The purpose of the simulation, I think, is not to build this specific sequence of symbols in an effort to re-create the door glyph, but to give the player the opportunity to start seeing patterns in the white blocks. And if you play around with the simulation long enough, like any frustrated player would, you will start seeing them. It's at that point that you start thinking in a more lateral direction and have an "aha!" moment.

Note that this puzzle actually burns this particular candle at both ends. The cheat sheet we found in KALES's Office gives a whole page of symbol pairs, some of which are labeled with two-digit numbers, which burns the "pair" idea into the player's head. The fact that they're paired up like that is of course completely irrelevant; the player has to first unlearn what he thinks he knows about the puzzle in order to make progress.

http://scibbe.com/stash/lprhem/rhem_08_0004.png
Anyway, the door's open and we can head out the western exit of this tiny room.

http://scibbe.com/stash/lprhem/rhem_08_0005.png
Stepping through the now-open doorway and turn turning around (facing the camera) we can see a hatch in the ceiling here. We can even knock on it. It's closed up tight, though, and there's no way up.

http://scibbe.com/stash/lprhem/rhem_08_0006.png
Turning south and continuing down the path, we approach the building you can see on the map in the area north of the Round Building.

http://scibbe.com/stash/lprhem/rhem_08_0007.png
We enter into a tight brick hallway that turns off to our left.

http://scibbe.com/stash/lprhem/rhem_08_0008.png
Following the path and wrapping around the outside of the building we come to another doorway to our right, leading south.

http://scibbe.com/stash/lprhem/rhem_08_0009.png
Actually it doesn't "lead" anywhere; it's a dead end. We're on the opposite side of the rotating bridge that stymied us in the very first update.

http://scibbe.com/stash/lprhem/rhem_08_0010.png
Facing west from this point we can see a second doorway to the right of the one we came through that leads to some stairs heading down.

http://scibbe.com/stash/lprhem/rhem_08_0011.png
The stairs head down underneath the brick building...

http://scibbe.com/stash/lprhem/rhem_08_0012.png
...then back up the other side.

http://scibbe.com/stash/lprhem/rhem_08_0013.png
This path exits east across the rotating bridge. With the bridge in this position we can visit the small island on the eastern side.

http://scibbe.com/stash/lprhem/rhem_08_0014.png
My, this control box certainly looks familiar! I'll leave this alone for now until you guys figure out what you want to do with it.

Brickroad
01-16-2009, 12:53 AM
http://scibbe.com/stash/lprhem/rhem_08_0015.png
Back inside this side of the brick building is another switch.

http://scibbe.com/stash/lprhem/rhem_08_0016.png
It's just a simple power button with a design matching the control box in the Simulation Control Room that didn't work before.

http://scibbe.com/stash/lprhem/rhem_08_0017.png
All I can do is turn it on. Let's get back to the Simulation Control Room and see what it does!

http://scibbe.com/stash/lprhem/rhem_08_0018.png
With power now running to the switch, the viewport shows our rotating bridge.

http://scibbe.com/stash/lprhem/rhem_08_0019.png
At long last we have access to the rotating bridge controls! We can position it in its east/west or north/south position at our liesure.

http://scibbe.com/stash/lprhem/rhem_08_0020.png
Moving the bridge into the north/south position blocks the path to the Round Building control box, but opens the path to the Round Building itself.

http://scibbe.com/stash/lprhem/rhem_08_0021.png
You guys remember this room, I'm sure!

http://scibbe.com/stash/lprhem/rhem_08_0022.png
We're home again!

http://scibbe.com/stash/lprhem/rhem_08_0023.png
Of course there's no hallway in the upper-north to greet me, so I can't go inside. But I can easily manipulate both the rotating bridge and the wooden hallway however I want from here.

UNRESOLVED ISSUES:

We need three more letter pieces. Once we have them we need to bring them to KALES's Office on the second floor of the Four Way Tower; this will somehow be our ticket out of RHEM.
To get to the Pentangle Complex we need to rotate the blue elevator near the Square Building so the door is facing east. The rotate button is on the west side of the elevator, but that's not a problem now that I can just walk back there the long way.
To get to the Radio Complex we have to exit the Round Building from the bottom-west door. This isn't a problem anymore either.
To get to that building at the far east of RHEM we have to move a lowered platform (http://www.gamespite.net/talkingtime/showpost.php?p=364083&postcount=5) up into position. This... still eludes us.

There's a hatch (http://www.gamespite.net/talkingtime/showpost.php?p=377942&postcount=130) in the ceiling in the tiny building just outside the Simulation Control Room. However, it is blocked off and there's no way to climb up to it.
The second floor of the Four Way Tower was a treasure (http://www.gamespite.net/talkingtime/showpost.php?p=370309&postcount=104) trove (http://www.gamespite.net/talkingtime/showpost.php?p=370320&postcount=105) of clues, images and diagrams.
The outside of the star door revealed a three-number sequence (http://www.gamespite.net/talkingtime/showpost.php?p=370323&postcount=106).
We can turn the lights on (http://www.gamespite.net/talkingtime/showpost.php?p=367720&postcount=72) in Building I, and the number of lights determines which in a set of strange symbols (http://www.gamespite.net/talkingtime/showpost.php?p=367996&postcount=85) we can see on a nearby viewscreen.
An odd machine (http://www.gamespite.net/talkingtime/showpost.php?p=365022&postcount=25) on the catwalk that gives seemingly random output, and is connected to a yellow wire that runs down and off to the west.
A strange glyph machine (http://www.gamespite.net/talkingtime/showpost.php?p=365735&postcount=46) to the south of the Pumping Station near a broken bridge.
We've decoded the Button Boxes. Some of them were useful in getting a printout from the Four Way Tower, but many still have no meaning. (Purple #1 (http://www.gamespite.net/talkingtime/showpost.php?p=365724&postcount=42), Purple #2 (http://www.gamespite.net/talkingtime/showpost.php?p=365735&postcount=46), Purple #3 (http://www.gamespite.net/talkingtime/showpost.php?p=367722&postcount=74), Red #1 (http://www.gamespite.net/talkingtime/showpost.php?p=365724&postcount=42), Red #2 (http://www.gamespite.net/talkingtime/showpost.php?p=365723&postcount=41), Red #3 (http://www.gamespite.net/talkingtime/showpost.php?p=365729&postcount=43), Blue #1 (http://www.gamespite.net/talkingtime/showpost.php?p=365723&postcount=41), Blue #2 (http://www.gamespite.net/talkingtime/showpost.php?p=365723&postcount=41), Blue #3 (http://www.gamespite.net/talkingtime/showpost.php?p=367715&postcount=70), Green #1 (http://www.gamespite.net/talkingtime/showpost.php?p=365732&postcount=44), Green #2 (http://www.gamespite.net/talkingtime/showpost.php?p=367718&postcount=71), Green #3 (http://www.gamespite.net/talkingtime/showpost.php?p=367722&postcount=74))
Wait, if the Button Box combinations were on the White Button Box, what does the sign by the entrance (http://www.gamespite.net/talkingtime/showpost.php?p=364087&postcount=7) mean?
At least THREE buttons on the outside of the lower level of the Round Building which haven't done anything. (North (http://www.gamespite.net/talkingtime/showpost.php?p=364083&postcount=5), East (http://www.gamespite.net/talkingtime/showpost.php?p=364087&postcount=7), South (http://www.gamespite.net/talkingtime/showpost.php?p=365028&postcount=28))


Here's the map link (http://www.gamespite.net/talkingtime/showpost.php?p=364080&postcount=2).

DANoWAR
01-16-2009, 02:10 PM
Well, let's get cracking. Weekend confirmed and starts right here ;-)

1. To get to the Pentangle Complex we have to rotate the blue elevator.
To be exact, we have to enter the lower west side, exit the upper west side, rotate the elevator to the east, walk the long way to the upper east side, ride the elevator down and then exit it the eastern way. (Stupid architect)

2. To get to the Radio Complex we have to exit the Round Building west. To remove the confusion when working with the second control box controlling the Round Building pathway:
http://www.scibbe.com/stash/lprhem/rhem_03_0001.png
Here's the first one we found...
http://www.scibbe.com/stash/lprhem/rhem_08_0014.png
Here's the second one...

Compare both control boxes...

Right, the second control box is upside down, just to confuse us (or perhaps because it is north of the Round Building while the first one was south of the Round Building).
So the double path must face right, or better, the shape has to look like an "P" on the second box.
So do this, turn the bridge, and cross it. Prego!

3. The machine with the white cake symbols and the ball don't match, one has 5 pieces, the ball has 6 pieces.

4. I think the colored ball, the diagram of the nearly closed grid circle and the machine which let us use the symbols from this diagram belong together. If this is right, the color purple (which is missing from the grid circle) is either unimportant or really important ^^.

5. To summarize the photo in text, we see:
2 blonde boys
green shirt with a "2"
blue shirt with an "8"
3 pink flowers
5 yellow flowers

So we either have a full code or we're still missing orange and purple numbers.

6. It could be that the colored ovals from the colored button boxes have something to do with this puzzle.

7. As we don't have a control pad to enter these codes (aside from the number pad), dismiss points 3-6 entirely for the moment.

Son of Sinistar
01-16-2009, 05:55 PM
Before we head to the Radio or Pentangle complex, we should look at the back of the door we just opened. To do this, the round room control box needs to be left as is, the bridge should face north-south, and close the door from the simulation room. Then just go to the round room from the other direction and rotating it so it connects east-south (with the box being south) and retracing the steps from the beginning of the thread.

Mazian
01-16-2009, 06:55 PM
2. To get to the Radio Complex we have to exit the Round Building west.

2a. This configuration also gives access to the small fenced-in area outside the lower west exit of the Round Building, which is worth checking out on the way. It's small and self-contained, so even if we can't use it now, we'll know what's there for later.

Kyouki
01-17-2009, 09:21 AM
Hey, this is fun!

I'm terrible at spatial orientation, so I'll just give my two cents on the puzzles I think I have a clue on:

In the circle diagram we found after typing 991936, The path divides in two and then meets an end in a certain section of the diagram (section (2,2) if we count clockwise and from bottom to top). Since the glyph machine near the pumping station is near a broken bridge, why don't we try putting in those coordinates?

For the ball puzzle, I think it has to do with the output of the button boxes. The ones we didn't find a use to yet always give a colored weird shape and then a twisted line - and the colors of the shapes match the colors in the beach ball. Didn't have the chance to use it yet.

Probably the sequence behind the star door (7-6-1) should be rearranged according to the sequence 5-point star, 4-point star, 6-point star we saw behind that other door (meaning, 6-1-7. And maybe the number of points in the stars is a clue in itself).

I guess that's it. Sorry if it's confusing, I wasn't in the mood to go search for links...

Brickroad
01-18-2009, 11:00 PM
http://scibbe.com/stash/lprhem/rhem_09_0001.png
First we'll spin the wooden hallway into this position. We can get to the lower-north door on our way back around the long way, and we want to exit out the upper-north door.

http://scibbe.com/stash/lprhem/rhem_09_0002.png
Next, back to the Simulation Control Room to close the glyph door. When I want to open it again I'll have to re-input the code, of course.

http://scibbe.com/stash/lprhem/rhem_09_0003.png
Also we're gonna want to spin the bridge into the north-south position. Then we can exit the Round Building, cross this bridge, and check out the glyph door from the wrong side.

http://scibbe.com/stash/lprhem/rhem_09_0004.png
Then we walk back across the catwalk above the Pumping Station, ride the blue elevator down to ground level, pass through the Square Building (which requires us to spin the round obstruction into place, and then back), through the Brick Building (which requires us to slide the wooden platform into place, and then back), down through the Four Way Tower, across the bridge, through the Canyon, over the Arrival Point catwalks, and around to the northern entrance of the Round Building, where we can now cross the rotating bridge.

It's sort of a pain in the ass (http://www.mspaintadventures.com/?s=4&p=000828) getting around this place.

http://scibbe.com/stash/lprhem/rhem_09_0005.png
Facing north at the building that contains the glyph door and the camera. It's clear that there is definitely a second floor to this building.

http://scibbe.com/stash/lprhem/rhem_09_0006.png
There's a ladder on the back of the glyph door! And now the hatch in the ceiling isn't blocked!

Note that it's not possible to stumble across this ladder. Since the switch that powers the rotating bridge control is on this side of the glyph door, the player is expected to open it and then at some later point say "I need to look at the other side of that door, don't I?" I didn't get stuck here, because RHEM likes to beat this drum in pretty much every section of the game.

http://scibbe.com/stash/lprhem/rhem_09_0007.png
Climbing the ladder brings us to a long hallway that leads off to the east. Like, a really long hallway.

http://scibbe.com/stash/lprhem/rhem_09_0008.png
At the end is a door leading south. Next to the door is a button. A pipe connects the button to a strange pattern on the far eastern wall.

Hmm... we've seen that pattern somewhere before.

http://scibbe.com/stash/lprhem/rhem_09_0009.png
The button BZZRT!s at me.

http://scibbe.com/stash/lprhem/rhem_09_0011.png
As for the pattern on the wall, it's actually a mishmash of buttons. I can put each button into an "on" state or an "off" state. Presumably if I have it right the button next to the door will function and the door will open. However, there's absolutely no indication how many buttons need to be pressed, or which ones, or if there's a pattern to it, or what.

I'm sure one of you guys is smart enough to calculate how many possible combinations there are here, and why this would be pretty much impossible to brute force.

http://scibbe.com/stash/lprhem/rhem_09_0012.png
Our path is blocked for now. To show my disappointment I turn the pattern into a frowny face.

Brickroad
01-18-2009, 11:02 PM
http://scibbe.com/stash/lprhem/rhem_09_0013.png
The other thing I'm supposed to do is plug some stuff into the glyph machine south of the Pumping Station. Which means I have to double back through the maze the incredibly long way and re-open the glyph door, right?

Actually, no. You'll recognize this spot as the lower-east door of the Round Building.

http://scibbe.com/stash/lprhem/rhem_09_0014.png
The hallway's not in this position, of course; it's to the north.

http://scibbe.com/stash/lprhem/rhem_09_0015.png
But that's what the cross button does! It works like a "call hallway" button, moving the bottom part of the hallway into whatever position you're standing in.

I don't think you ever actually need to call the hallway in this manner to finish the game, and if I kept dancing around this I would basically just be stringing you guys along on the cross buttons while just making an absolutely sick amount of navigational work for myself. Really though, anybody playing the actual game would have figured this out on their own ages and ages ago, probably while making their initial explorations after their train got jacked.

This is your last freebie though.

http://scibbe.com/stash/lprhem/rhem_09_0016.png
I put in the symbols Kyouki wanted, but there's no way to tell whether this is right or wrong. No combination of symbols gives any feedback, and the button on the far right just alternates between "on" and "off".

I'm going to leave it on until I have a good reason not to, but as for the other two symbols, there's something to this machine we're missing.

http://scibbe.com/stash/lprhem/rhem_09_0017.png
Here's a look at the machine having taken a few steps back. It's just the control box with a big antenna coming out of it.

UNRESOLVED ISSUES:

We need three more letter pieces. Once we have them we need to bring them to KALES's Office on the second floor of the Four Way Tower; this will somehow be our ticket out of RHEM.
To get to the Pentangle Complex we need to rotate the blue elevator near the Square Building so the door is facing east. The rotate button is on the west side of the elevator, but that's not a problem now that I can just walk back there the long way.
To get to the Radio Complex we have to exit the Round Building from the bottom-west door. This isn't a problem anymore either.
To get to that building at the far east of RHEM we have to move a lowered platform (http://www.gamespite.net/talkingtime/showpost.php?p=364083&postcount=5) up into position. This... still eludes us.

A door at the end of the far eastern hallway requires a specific pattern (http://www.gamespite.net/talkingtime/showpost.php?p=379901&postcount=136) to pe punched into a mass of buttons on the wall. I'm sure we've seen a similar pattern somewhere before.
The second floor of the Four Way Tower was a treasure (http://www.gamespite.net/talkingtime/showpost.php?p=370309&postcount=104) trove (http://www.gamespite.net/talkingtime/showpost.php?p=370320&postcount=105) of clues, images and diagrams.
A strange glyph machine (http://www.gamespite.net/talkingtime/showpost.php?p=365735&postcount=46) to the south of the Pumping Station near a broken bridge. Even with the printout from KALES's Office, the machine doesn't want to give up its secrets.
The outside of the star door revealed a three-number sequence (http://www.gamespite.net/talkingtime/showpost.php?p=370323&postcount=106).
We can turn the lights on (http://www.gamespite.net/talkingtime/showpost.php?p=367720&postcount=72) in Building I, and the number of lights determines which in a set of strange symbols (http://www.gamespite.net/talkingtime/showpost.php?p=367996&postcount=85) we can see on a nearby viewscreen.
An odd machine (http://www.gamespite.net/talkingtime/showpost.php?p=365022&postcount=25) on the catwalk that gives seemingly random output, and is connected to a yellow wire that runs down and off to the west.
We've decoded the Button Boxes. Some of them were useful in getting a printout from the Four Way Tower, but many still have no meaning. (Purple #1 (http://www.gamespite.net/talkingtime/showpost.php?p=365724&postcount=42), Purple #2 (http://www.gamespite.net/talkingtime/showpost.php?p=365735&postcount=46), Purple #3 (http://www.gamespite.net/talkingtime/showpost.php?p=367722&postcount=74), Red #1 (http://www.gamespite.net/talkingtime/showpost.php?p=365724&postcount=42), Red #2 (http://www.gamespite.net/talkingtime/showpost.php?p=365723&postcount=41), Red #3 (http://www.gamespite.net/talkingtime/showpost.php?p=365729&postcount=43), Blue #1 (http://www.gamespite.net/talkingtime/showpost.php?p=365723&postcount=41), Blue #2 (http://www.gamespite.net/talkingtime/showpost.php?p=365723&postcount=41), Blue #3 (http://www.gamespite.net/talkingtime/showpost.php?p=367715&postcount=70), Green #1 (http://www.gamespite.net/talkingtime/showpost.php?p=365732&postcount=44), Green #2 (http://www.gamespite.net/talkingtime/showpost.php?p=367718&postcount=71), Green #3 (http://www.gamespite.net/talkingtime/showpost.php?p=367722&postcount=74))
Wait, if the Button Box combinations were on the White Button Box, what does the sign by the entrance (http://www.gamespite.net/talkingtime/showpost.php?p=364087&postcount=7) mean?


Here's the map link (http://www.gamespite.net/talkingtime/showpost.php?p=364080&postcount=2).

Mazian
01-18-2009, 11:32 PM
Here's a look at the machine having taken a few steps back. It's just the control box with a big antenna coming out of it.
...antenna, you say? Radios have antennas.

To get to the Radio Complex we have to exit the Round Building from the bottom-west door. This isn't a problem anymore either.
Let's go give ourselves a complex.

A door at the end of the far eastern hallway requires a specific pattern (http://www.gamespite.net/talkingtime/showpost.php?p=379901&postcount=136) to pe punched into a mass of buttons on the wall. I'm sure we've seen a similar pattern somewhere before.
Right about here (http://www.gamespite.net/talkingtime/showpost.php?p=365026&postcount=27), back at the manhole. I don't see any useful information thereabouts, though. Have we seen some individual irregular polygons hiding around? No two shapes on the panel appear identical.

also, loading up two pages worth of this thread simultaneously at 50 posts/page is killing my connection

Brickroad
01-19-2009, 11:09 AM
Right about here (http://www.gamespite.net/talkingtime/showpost.php?p=365026&postcount=27), back at the manhole. I don't see any useful information thereabouts, though. Have we seen some individual irregular polygons hiding around? No two shapes on the panel appear identical.

You're right, that pattern appared on the door outside the Manhole. It doesn't do us any good though. There are no irregular polygons around from what I've seen. I'd have pointed them out to you.

Either the combination is in one of the two areas we haven't accessed yet or we missed something somewhere.

DANoWAR
01-19-2009, 11:14 AM
I'm pretty stumped, but a few things:

1. The mass of buttons is mirrored horizontally, whatever that means to us.

2. The wire not only connects to the button at the door, but runs toward the ground and vanishes there...may there be another clue there?

3. Maybe the shadows on the matching symbol door mean something...

4. Did we ever look behind that symbol door at the manhole?

5. The third symbol at the machine with the antenna is looking like a turned-on antenna, broadcasting. Maybe we're setting the frequency and direction with it.

Mazian
01-19-2009, 11:29 AM
1. The mass of buttons is mirrored horizontally, whatever that means to us.

4. Did we ever look behind that symbol door at the manhole?
It appears we did not. And if there was going to be any place where that diagram would be flipped horizontally relative to the front of the door....

...how many possible combinations there are here, and why this would be pretty much impossible to brute force.
4,194,304. GET CLICKING.

Brickroad
01-19-2009, 11:41 AM
4,194,304. GET CLICKING.

OKAY FINE GEEZ.

You guys can look for the next update sometime in June 2010.

Son of Sinistar
01-19-2009, 02:23 PM
It looks like the panel only has shapes with 4, 5, or 6 sides. That's the same number of sides as the star code we saw earlier. There are 4 4-sided polygons, 8 5-sided polygons, and 10 6-sided polygons.

Since the other sequence is 6-1-7, I think we can press 6 5-sided polygons, 1 4-sided polygon and 7 6-sided polygons. As to which ones, I'm not sure. Maybe they have to touch each other?

Also, did we ever look at the back of the door with the other panel on it? I'm not seeing any screen shots, and there is a switch or lever there according to the map.

Merus
01-19-2009, 07:09 PM
If we press a whole bunch of buttons, and then go back to look at the stained glass pattern, has it changed?

Brickroad
01-25-2009, 01:45 PM
http://scibbe.com/stash/lprhem/rhem_10_0001.png
Okay, so the goal is to see if there's something helpful on the back of this door. Problem is, there's not enough room inside the tiny manhole cubby to stand and close the door so we can see the back of it.

http://scibbe.com/stash/lprhem/rhem_10_0002.png
We're gonna have to close it then go around the long way.

http://scibbe.com/stash/lprhem/rhem_10_0003.png
Some convoluted navigation later, we arrive back at the Manhole Building from the bottom.

http://scibbe.com/stash/lprhem/rhem_10_0004.png
There's nothing on the back of the door, but when it's open it closes off this hallway. That design at the far end sure looks familiar!

http://scibbe.com/stash/lprhem/rhem_10_0006.png
Some of the blocks in this pattern turn red as you mouse over them. I've stitched the three that light up together because three separate screenshots would have been a waste of internet.

http://scibbe.com/stash/lprhem/rhem_10_0009.png
Of course on my way back up I'm going to re-open the door. Now that I've been behind it there's no sense making navigation any harder on myself.

Also I think this is the third or fourth time I've uploaded this exact screenshot. So much for my concern about wasting internet.

http://scibbe.com/stash/lprhem/rhem_10_0010.png
I'll spare you the wacky-ass route required to get me back to the button pad. I punch in the combination...

http://scibbe.com/stash/lprhem/rhem_10_0011.png
...and the door opens onto a small wooden balcony.

I was actually stuck on this puzzle for a good amount of time. The Manhole is pretty early in the game, and I hadn't yet developed my RHEM instincts to the point where checking behind doors and recognizing patterns as clues were second nature. By the time I found these buttons I had completely forgotten there was a similar design elsewhere in the world. Even worse, you don't really notice the design on the Manhole door if you're quickly click-click-clicking your way through the game. At some point, possibly criss-crossing the map for some unrelated task, I thought to myself "It sure was nice of RHEM to give me this neat little Manhole shortcut, even though it's not completely necessary!" That was of course immediately followed up by "...wait a minute." The solution to the button puzzle came in short order.

http://scibbe.com/stash/lprhem/rhem_10_0013.png
The lever in this room is connected to a wire...

http://scibbe.com/stash/lprhem/rhem_10_0014.png
...which runs south across the water and connects to something over there. From this point we can get a great view of the lowered platform that was uncrossable earlier in the game.

http://scibbe.com/stash/lprhem/rhem_10_0015.png
Throwing the switch raises the platform into position! Now we can get across it and into that stone building with all the windows.

http://scibbe.com/stash/lprhem/rhem_10_0016.png
Right now the Round Building is configured in such a way that getting to the building will be easy; in through the upper-north door, out through the lower-north door, then around to this spot. Last time we were here, one more step would have caused us to plumet to a splattery demise on the concrete platform below.

Brickroad
01-25-2009, 01:47 PM
http://scibbe.com/stash/lprhem/rhem_10_0018.png
I've crossed the platform, entered the door on the far end, and turned left. Now I'm facing north in the room with the windows. I've got a door ahead of me that leads east, and another door behind me which also leads east. I'll take the one in front of me first.

http://scibbe.com/stash/lprhem/rhem_10_0019.png
A small yellow bridge links this building with the one next door.

http://scibbe.com/stash/lprhem/rhem_10_0020.png
Standing on the bridge and facing south we can see... another railcar!

This is our ticket home! If only there were some way to carefully climb down from here, we could leave all this puzzle business behind and just take off.

http://scibbe.com/stash/lprhem/rhem_10_0021.png
Crossing the bridge into the eastern building and facing south is a strange art gallery of some kind. Let's take a look at the left-hand wall first and work our way around.

http://scibbe.com/stash/lprhem/rhem_10_0022.png
http://scibbe.com/stash/lprhem/rhem_10_0023.png
Along the eastern wall are pictures of two Button Boxes with codes underneath them. Now, before you get too excited, I want you to remember two things:

1) I labeled the buttons 1..7, but I did so pretty arbitrarily. There's no indication that's the way they're actually labeled in RHEM.

2) Even if they were, there are only seven buttons. So the second code, which contains an eight and a nine, would be impossible to input.

http://scibbe.com/stash/lprhem/rhem_10_0024.png
On the south wall is what looks like a duplicate of the portrait we saw in KALES's Office... except the children are now wearing ninja costumes and holding flowers.

http://scibbe.com/stash/lprhem/rhem_10_0025.png
http://scibbe.com/stash/lprhem/rhem_10_0026.png
Two more Button Box pictures on the western wall. So not only haven't we been able to put most of the Button Box clues to good use, yet... but it seems we're not even done with them.

http://scibbe.com/stash/lprhem/rhem_10_0027.png
Back to the Window Room, this time let's check out the southern exit. This one also leads across a small bridge linking the two buildings together.

Brickroad
01-25-2009, 01:50 PM
http://scibbe.com/stash/lprhem/rhem_10_0028.png
Looking north from the bridge... salvation is so close! If only there were a way to survive a nine foot fall! Which would only be like four feet I guess if I climbed over the railing and hung from the edge of the bridge. IF ONLY!!

http://scibbe.com/stash/lprhem/rhem_10_0029.png
Looking south from here, we see the railcar is already sitting on some tracks leading out of RHEM.

http://scibbe.com/stash/lprhem/rhem_10_0030.png
The bridge wraps around the far east side of the second building, heads downstairs, and enters on the floor below the Art Gallery.

http://scibbe.com/stash/lprhem/rhem_10_0031.png
Looks like there's two paths: the one leading forward goes west across a bridge and ends at a gate. The other turns left through a doorway.

http://scibbe.com/stash/lprhem/rhem_10_0032.png
The gate's closed tight. If we could go through, we'd be entering the bottom floor of the Window Building.

http://scibbe.com/stash/lprhem/rhem_10_0033.png
Looking south from here... AAGH!! If only it were possible to somehow shimmy along the edge of a wall! Or swim five feet! Curse my horrible luck!

http://scibbe.com/stash/lprhem/rhem_10_0034.png
Backing up a few steps and going through the doorway, I'm now facing south on the bottom floor of the Art Gallery. There's another gate ahead of me, with a familiar symbol on the opposite side of it.

http://scibbe.com/stash/lprhem/rhem_10_0035.png
That box ahead of us looks very similar to the Letter Piece Box we found in the Water Tank. There's one of the four pieces!

http://scibbe.com/stash/lprhem/rhem_10_0036.png
Facing the western wall in this room is the gate control.

http://scibbe.com/stash/lprhem/rhem_10_0037.png
Pressing the big red button in the center causes the four circles to light up with odd symbols. Each circle contains the same series of symbols, in order:

http://scibbe.com/stash/lprhem/gate_symbols.png
Looks like once I have the correct four symbols I can open the gate and get that Letter Piece!

UNRESOLVED ISSUES:

We need three more letter pieces. Once we have them we need to bring them to KALES's Office on the second floor of the Four Way Tower; this will somehow be our ticket out of RHEM.
To get to the Pentangle Complex we need to rotate the blue elevator near the Square Building so the door is facing east. The rotate button is on the west side of the elevator, but that's not a problem now that I can just walk back there the long way.
To get to the Radio Complex we have to exit the Round Building from the bottom-west door. This isn't a problem anymore either.
We've visited the Eastern Building, which contained about equal parts clues and puzzles (http://www.gamespite.net/talkingtime/showpost.php?p=384695&postcount=146). Oh, and also a railcar prepped and ready to take some happy adventurer away from this accursed place forever.

The second floor of the Four Way Tower was a treasure (http://www.gamespite.net/talkingtime/showpost.php?p=370309&postcount=104) trove (http://www.gamespite.net/talkingtime/showpost.php?p=370320&postcount=105) of clues, images and diagrams.
A strange glyph machine (http://www.gamespite.net/talkingtime/showpost.php?p=365735&postcount=46) to the south of the Pumping Station near a broken bridge. Even with the printout from KALES's Office, the machine doesn't want to give up its secrets.
The outside of the star door revealed a three-number sequence (http://www.gamespite.net/talkingtime/showpost.php?p=370323&postcount=106).
We can turn the lights on (http://www.gamespite.net/talkingtime/showpost.php?p=367720&postcount=72) in Building I, and the number of lights determines which in a set of strange symbols (http://www.gamespite.net/talkingtime/showpost.php?p=367996&postcount=85) we can see on a nearby viewscreen.
An odd machine (http://www.gamespite.net/talkingtime/showpost.php?p=365022&postcount=25) on the catwalk that gives seemingly random output, and is connected to a yellow wire that runs down and off to the west.
We've decoded the Button Boxes. Some of them were useful in getting a printout from the Four Way Tower, but many still have no meaning. (Purple #1 (http://www.gamespite.net/talkingtime/showpost.php?p=365724&postcount=42), Purple #2 (http://www.gamespite.net/talkingtime/showpost.php?p=365735&postcount=46), Purple #3 (http://www.gamespite.net/talkingtime/showpost.php?p=367722&postcount=74), Red #1 (http://www.gamespite.net/talkingtime/showpost.php?p=365724&postcount=42), Red #2 (http://www.gamespite.net/talkingtime/showpost.php?p=365723&postcount=41), Red #3 (http://www.gamespite.net/talkingtime/showpost.php?p=365729&postcount=43), Blue #1 (http://www.gamespite.net/talkingtime/showpost.php?p=365723&postcount=41), Blue #2 (http://www.gamespite.net/talkingtime/showpost.php?p=365723&postcount=41), Blue #3 (http://www.gamespite.net/talkingtime/showpost.php?p=367715&postcount=70), Green #1 (http://www.gamespite.net/talkingtime/showpost.php?p=365732&postcount=44), Green #2 (http://www.gamespite.net/talkingtime/showpost.php?p=367718&postcount=71), Green #3 (http://www.gamespite.net/talkingtime/showpost.php?p=367722&postcount=74))
Wait, if the Button Box combinations were on the White Button Box, what does the sign by the entrance (http://www.gamespite.net/talkingtime/showpost.php?p=364087&postcount=7) mean?


Here's the map link (http://www.gamespite.net/talkingtime/showpost.php?p=364080&postcount=2).

Phil
01-25-2009, 03:29 PM
UNRESOLVED ISSUES:

Wait, if the Button Box combinations were on the White Button Box, what does the sign by the entrance (http://www.gamespite.net/talkingtime/showpost.php?p=364087&postcount=7) mean?



A straightforward puzzle? In my RHEM? It's more likely than you think.

Going from the bottom-left in clockwise order, the "appropriate" values for the buttons are 6, 7, 4, 5, 3, 9, and 8. These values are all within the ranges of the pictures-of-button-boxes. Go hither and push!

Mazian
01-25-2009, 04:21 PM
Looking south from here... AAGH!! If only it were possible to somehow shimmy along the edge of a wall! Or swim five feet! Curse my horrible luck!
Pfft, impossible. Not even Liquid Snake could survive such trials.

http://www.scibbe.com/stash/lprhem/rhem_10_0035.png
That box ahead of us looks very similar to the Letter Piece Box we found in the Water Tank. There's one of the four pieces!
I also see things on the side walls. On the left, something pretty clearly has three stars arranged vertically - once we get in, I bet that takes care of Unresolved Issue 4. On the right, the first bar obscures most of it, but I see traces of four pastel-colored spots, reminiscent of the colors the photo in KALES's office (http://www.scibbe.com/stash/lprhem/rhem_06d_0010.png) was beating us over the head with. Come to think of it, what we can see of the panel matches up with this printout (http://www.scibbe.com/stash/lprhem/rhem_06d_0016.png) too. Deliciously non-subtle!

Brickroad
01-25-2009, 04:22 PM
A straightforward puzzle? In my RHEM? It's more likely than you think.

Going from the bottom-left in clockwise order, the "appropriate" values for the buttons are 6, 7, 4, 5, 3, 9, and 8. These values are all within the ranges of the pictures-of-button-boxes. Go hither and push!

If you're right, then going by my original clockwise-alphabet labeling, the four codes should be:

Red: CDBA
Green: FCEG
Blue: BFGC
Purple: DAEB

Of course, there are three Button Boxes of each color, and we have to find the right one of each. Fortunately the pictures are pretty clear.

http://scibbe.com/stash/lprhem/rhem_10_0026.png
http://scibbe.com/stash/lprhem/rhem_10a_0001.png
First up is the Purple Button Box right outside the Window Building.

http://scibbe.com/stash/lprhem/rhem_10a_0002.png
Punching in DAEB gives us a new cryptic symbol: an empty box connected to a circled... whatever that is.

http://scibbe.com/stash/lprhem/rhem_10_0022.png
http://scibbe.com/stash/lprhem/rhem_10a_0003.png
From there it's just a short walk to the Red Button Box in the Canyon.

http://scibbe.com/stash/lprhem/rhem_10a_0004.png
Another empty box, connected to another circled, uh, thing.

http://scibbe.com/stash/lprhem/rhem_10_0023.png
http://scibbe.com/stash/lprhem/rhem_10a_0005.png
Another short walk over to this Green Button Box just outside the Generator.

http://scibbe.com/stash/lprhem/rhem_10a_0006.png
Big surprise: empty box connected to a circled upside-down cross thing.

http://scibbe.com/stash/lprhem/rhem_10_0025.png
http://scibbe.com/stash/lprhem/rhem_10a_0007.png
Finally, we have to finagle the Round Building into position to reach this Blue Button Box outside the bottom-south exit.

http://scibbe.com/stash/lprhem/rhem_10a_0008.png
Empty box, circled symbol.

I think we might just be getting somewhere.

Mazian
01-25-2009, 04:40 PM
I think that was the fastest time between "puzzle introduction" and "puzzle solution" in the entire thread.

Brickroad
01-25-2009, 04:43 PM
I think that was the fastest time between "puzzle introduction" and "puzzle solution" in the entire thread.

I figured I'd make up for a week of slacking of by watching the thread like a hawk for the next couple evenings.

I really want to get this wrapped up before next Monday when my move will cause me to be without internet for a few days.

Mazian
01-25-2009, 05:15 PM
Well, let's have at it. You've got the gate combination from the button boxes, and each one of those was even nice enough to give the position that the symbol goes in. Straight-wing airplane on the top, fountain on the right, reversed ス on the left, and stylized M on the bottom.

Brickroad
01-25-2009, 06:16 PM
Well, let's have at it. You've got the gate combination from the button boxes, and each one of those was even nice enough to give the position that the symbol goes in. Straight-wing airplane on the top, fountain on the right, reversed ス on the left, and stylized M on the bottom.

http://scibbe.com/stash/lprhem/rhem_10b_0001.png
Putting the symbols in this configuration and then pressing the button causes a metallic sound. Sort of like a gate opening!

http://scibbe.com/stash/lprhem/rhem_10b_0002.png
...the hell? The gate's still closed!

But something did open somewhere. Let's check the gate outside.

http://scibbe.com/stash/lprhem/rhem_10b_0003.png
Very cheeky, RHEM. Anyway, now we can head west into the first floor of the Window Building.

http://scibbe.com/stash/lprhem/rhem_10b_0004.png
Stepping through the open gate and facing north, we find a third gate and what look to be two more gate controls.

http://scibbe.com/stash/lprhem/rhem_10b_0005.png
I can't do anything with this gigantic keyhole. Presumably it will only accept a giant key.

http://scibbe.com/stash/lprhem/rhem_10b_0006.png
The keyhole runs directly to this gate. Fun fact: if we were to step through this gate and then turn left, we'd be facing our railcar.

http://scibbe.com/stash/lprhem/rhem_10b_0007.png
The other gate control is just a simple lever. Pulling it causes another metallic gate-retracting sound.

http://scibbe.com/stash/lprhem/rhem_10b_0008.png
That letter piece is so close I can taste it!

http://scibbe.com/stash/lprhem/rhem_10b_0009.png
Ugh. The letter box is locked with not one but two combinations.

http://scibbe.com/stash/lprhem/rhem_10b_0010.png
The first is a three-digit combination next to some blue stars.

http://scibbe.com/stash/lprhem/rhem_10b_0011.png
The other is a four-digit combination next to some colored squares.

I also see things on the side walls. On the left, something pretty clearly has three stars arranged vertically - once we get in, I bet that takes care of Unresolved Issue 4.

http://scibbe.com/stash/lprhem/rhem_10b_0012.png
Matching the numbers to the blue stars we saw on the outside of that door in the Pumping Station... uh... doesn't do anything. Both combinations are going to have to be correct before I can open the box and retrieve the letter piece.

Mazian
01-25-2009, 06:22 PM
Matching the numbers to the blue stars we saw on the outside of that door in the Pumping Station... uh... doesn't do anything. Both combinations are going to have to be correct before I can open the box and retrieve the letter piece.

5. To summarize the photo in text, we see:
green shirt with a "2"
blue shirt with an "8"
3 pink flowers
5 yellow flowers
5-3-8-2?

Phil
01-25-2009, 08:45 PM
http://www.scibbe.com/stash/lprhem/rhem_10b_0010.png
The first is a three-digit combination next to some blue stars.

http://www.scibbe.com/stash/lprhem/rhem_10b_0011.png
The other is a four-digit combination next to some colored squares.


I have to admit that these and the button-puzzle-to-symbol puzzles are rather disappointingly straightforward for this game. I get the sense that, like the painting of numbers on textures, the developer was running out of time. (To be fair, some of these required looking in clever places, but by this point anyone playing a Mystlike should be OCD in their explorations.)

Also, although I'm not colourblind, I always wince when I see a puzzle that would obviously bite if I were. I have enough friends who do have colour-differentiation problems to find them annoying by proxy.

Like Andrew Plotkin discusses in his review of RHEM (http://www.eblong.com/zarf/gamerev/rhem.html), though, I'm quite pleased by how logical the game is in terms of how things are tied together. The whole cables-and-pipes thing goes a long way to making things feel less ridiculous.

Brickroad
01-26-2009, 02:16 AM
First thing's first: here's a map link (http://www.gamespite.net/talkingtime/showpost.php?p=364080&postcount=2). In fact, here's another one (http://www.gamespite.net/talkingtime/showpost.php?p=364080&postcount=2). You are really going to need it for this update.

Like Andrew Plotkin discusses in his review of RHEM (http://www.eblong.com/zarf/gamerev/rhem.html), though, I'm quite pleased by how logical the game is in terms of how things are tied together. The whole cables-and-pipes thing goes a long way to making things feel less ridiculous.

Interesting story. I bought RHEM for $10 off a clearance rack at Target because I was strapped for cash and in-between games at the time. I was going to install it on my laptop at work the next day, but forgot to bring the CD, so I figured I'd at least look up some reviews to see if the game was any good. That's how I discovered that guy's website and all his awesome adventure game reviews. His articles have pointed me to a lot of really great puzzle games, and helped shape my opinions about adventure game design as a whole. Of course, had I found his site first I would have inevitably ended up playing RHEM anyway. =)

5-3-8-2?

http://scibbe.com/stash/lprhem/rhem_11_0001.png
Let's try it.

http://scibbe.com/stash/lprhem/rhem_11_0002.png
It's open! Half the letter is now complete.

http://scibbe.com/stash/lprhem/letter_pieces_2.png
Just two more pieces to go before we can do that thing in that place for that guy.

http://scibbe.com/stash/lprhem/rhem_11_0004.png
Gotta do some navigational prep work in order to get to our next stop. Since we don't need to access the long hallway and its infernal forest of buttons anymore, I'm going to re-open the door from the Simulation Control Room.

http://scibbe.com/stash/lprhem/rhem_11_0005.png
Next I'm going to spin the wooden walkway so I can enter into the north and exit out the west.

http://scibbe.com/stash/lprhem/rhem_11_0006.png
Here we are just outside the lower-western door of the Round Building. There's no cross-shaped button outside this door, unlike the other three lower doors. I'd show you, but I don't really see the point of taking a screenshot of a not-a-button.

http://scibbe.com/stash/lprhem/rhem_11_0007.png
The path goes west through a tight corridor...

http://scibbe.com/stash/lprhem/rhem_11_0008.png
...which brings us to our arch stairway. Finally we can trace this yellow cable to its other endpoint!

http://scibbe.com/stash/lprhem/rhem_11_0009.png
The cable curves southwest through a rock passage, then turns back west, heading into the spot on the map marked Radio Complex.

http://scibbe.com/stash/lprhem/rhem_11_0010.png
HO. LEE. CRAP.

Okay, deep breaths. Looks like we've got a LOT of territory to cover. Here's (http://www.gamespite.net/talkingtime/showpost.php?p=364080&postcount=2) a (http://www.gamespite.net/talkingtime/showpost.php?p=364080&postcount=2) couple (http://www.gamespite.net/talkingtime/showpost.php?p=364080&postcount=2) more (http://www.gamespite.net/talkingtime/showpost.php?p=364080&postcount=2) map (http://www.gamespite.net/talkingtime/showpost.php?p=364080&postcount=2) links (http://www.gamespite.net/talkingtime/showpost.php?p=364080&postcount=2).

First let's see if we can find out where that wire goes. I'll start by taking those stairs to my right.

Brickroad
01-26-2009, 02:18 AM
http://scibbe.com/stash/lprhem/rhem_11_0011.png
At the bottom of the stairs from the previous shot, facing west. I've got a path leading off to my right, leading north, which you can't see in this shot. I've got a bridge to my left, leading south. The wire looks to go underneath the bridge in front of me, which leads west.

http://scibbe.com/stash/lprhem/rhem_11_0012.png
A few steps forward and, yep, we can see the cord coming out from under the other side of the bridge.

http://scibbe.com/stash/lprhem/rhem_11_0013.png
The cord snakes along the water and then goes up over that wall to the west.

http://scibbe.com/stash/lprhem/rhem_11_0014.png
Stepping forward all the way to the wall and then turning north, we can see the path turns around the side of what looks to be a building. We'll probably have to find a way in if we want to pick up our wire again.

Before finding the building's entrance, let's see what all this mess is outside.

http://scibbe.com/stash/lprhem/rhem_11_0015.png
Back to the entrance, facing north. Here's the path I mentioned earlier. We can see an antenna off in the distance; maybe the path leads to it.

http://scibbe.com/stash/lprhem/rhem_11_0016.png
The path turns abruptly west at this point. Whatever that thing is, it's just on the other side of that rock.

http://scibbe.com/stash/lprhem/rhem_11_0017.png
Ah, garbage!

I guess it's no secret where we are now. The thing I've been calling the "glyph machine", which is accessible only from the Pumping Station, must be a part of the Radio Complex.

http://scibbe.com/stash/lprhem/rhem_11_0018.png
Back at the entrance. The stairs lead up onto the path exiting the Radio Complex. The bridge next to it heads south, ending with a familiar machine.

http://scibbe.com/stash/lprhem/rhem_11_0019.png
It looks and operates exactly like the one we found outside the Pumping Station; the far left button shows a long series of glyphs, the middle one cycles through four, and the one on the right toggles between "on" and "off". I'm going to leave it off for now.

Because I get the feeling we're going to need them pretty soon, here are the glyphs again:

Left Button: http://scibbe.com/stash/lprhem/radio_symbols_01.png
Middle Button: http://scibbe.com/stash/lprhem/radio_symbols_02.png

http://scibbe.com/stash/lprhem/rhem_11_0020.png
Making a right turn from the previous machine and then taking a few steps along a westerly bridge we come to another identical machine attached to another identical antenna. I'll turn this one on, even though none of the machines so far have given me any feedback.

http://scibbe.com/stash/lprhem/rhem_11_0021.png
Back to the bridge which leads to the building. There are antennae all over the place. Since I'm just trying to get my bearings I'm going to leave the rest of the machines alone. So far we've seen three: one north of the Radio Complex entrance, accessible via the Pumping Station, has been turned on. One south of the Radio Complex entrance has been left off, and one west of the second one has been turned on.

Brickroad
01-26-2009, 02:20 AM
http://scibbe.com/stash/lprhem/rhem_11_0022.png
At this fork I can either continue forward along the outside of the building, or go south along a bridge. I'm going to explore along the building first, but remember this bridge for later. I'll call it The Bridge of the Wailing Damned.

http://scibbe.com/stash/lprhem/rhem_11_0023.png
There's another fork at the northeast corner of the building. I took it, then turned right, bringing me to this machine.

http://scibbe.com/stash/lprhem/rhem_11_0024.png
Facing north-ish in the northeast corner of the Radio Complex reveals two more.

http://scibbe.com/stash/lprhem/rhem_11_0025.png
The path leading along the northern wall of the building ends with this sharp V-shaped turn.

http://scibbe.com/stash/lprhem/rhem_11_0026.png
Rounding that turn brings us to these two machines in the northwest corner.

http://scibbe.com/stash/lprhem/rhem_11_0027.png
There's also a side-path leading south, here, to another machine. That's all the paths around this side of the building.

http://scibbe.com/stash/lprhem/rhem_11_0028.png
Backtracking to the Bridge of the Wailing Damned and facing south, we can see another machine at the end of a kinda curvy path, a bridge leading west.

http://scibbe.com/stash/lprhem/rhem_11_0029.png
A few steps west along the bridge, there is a machine just off to our left.

http://scibbe.com/stash/lprhem/rhem_11_0030.png
At the end of this path are two more machines. This would be at the southwest corner of the Radio Complex.

http://scibbe.com/stash/lprhem/rhem_11_0031.png
The entrance to the building turns out to be on the southeast side.

If you're thoroughly confused by my directions, join the club. That's part of the idea of the Radio Complex. Mapping this area was very, very tricky. I don't remember if I've provided a map link or not this update, so here's one (http://www.gamespite.net/talkingtime/showpost.php?p=364080&postcount=2). If you look carefully at the Radio Complex you'll see how all the bridges are laid out and where all the antenna controls are. THe center building is split into four rooms; I'm about to enter the southwest room.

http://scibbe.com/stash/lprhem/rhem_11_0032.png
In the southwest room of the Radio Building, facing north. We've got two closed doors here.

http://scibbe.com/stash/lprhem/rhem_11_0035.png
The northern door has a combination lock and a big blue button labeled with a roman numeral I. Both of these controls are connected via a yellow cord. If this isn't the yellow cord we were chasing on our way in, I'll eat my hat.

http://scibbe.com/stash/lprhem/rhem_11_0036.png
The other door has a single button next to it...

http://scibbe.com/stash/lprhem/rhem_11_0037.png
...which surprisingly isn't locked or powered down or anything. Now we can head into the southeast room.

http://scibbe.com/stash/lprhem/rhem_11_0038.png
Stepping into the room, facing east, and looking up... sure enough, there's our yellow wire. Damn shame, that, I happen to have a rather delicious hat.

Brickroad
01-26-2009, 02:22 AM
http://scibbe.com/stash/lprhem/rhem_11_0039.png
Facing south. A path circles around the wire mesh in the center of the room.

http://scibbe.com/stash/lprhem/rhem_11_0040.png
Facing north. It turns left, then goes behind a wooden divider, which serves as the entrance to the northeast room.

http://scibbe.com/stash/lprhem/rhem_11_0041.png
Facing west in the northeast room. It's a lever! I pulled it and heard a sound, but nothing around me seemed to change. I'll probably have to experiment with this lever some more later.

http://scibbe.com/stash/lprhem/rhem_11_0042.png
Facing north, looking into one of the little cubbies in the northeast room. Surprise surprise, another combination machine of some kind.

http://scibbe.com/stash/lprhem/rhem_11_0043.png
The blue button doesn't do anything.

http://scibbe.com/stash/lprhem/rhem_11_0044.png
The yellow buttons let me input digits.

http://scibbe.com/stash/lprhem/rhem_11_0045.png
Facing east into the last little nook of the Radio Building is some kind of large circular grid.

http://scibbe.com/stash/lprhem/rhem_11_0046.png
There are two yellow LEDs lit up on said grid.

Oy vey. That's more than enough confusion for one night. Let's leave it there for now.

UNRESOLVED ISSUES:

We need three more letter pieces. Once we have them we need to bring them to KALES's Office on the second floor of the Four Way Tower; this will somehow be our ticket out of RHEM.
To get to the Pentangle Complex we need to rotate the blue elevator near the Square Building so the door is facing east. The rotate button is on the west side of the elevator, but that's not a problem now that I can just walk back there the long way.
We're in the Radio Complex, which is a huge tangle of bridges and all sorts of wacky machines.
The glyph machine (http://www.gamespite.net/talkingtime/showpost.php?p=365735&postcount=46) to the south of the Pumping Station is definitely a part of this complex; we've found twelve identical machines!
The yellow wire that starts at this odd machine (http://www.gamespite.net/talkingtime/showpost.php?p=365022&postcount=25) connects to a door here, labeled with a roman numeral I.

The second floor of the Four Way Tower was a treasure (http://www.gamespite.net/talkingtime/showpost.php?p=370309&postcount=104) trove (http://www.gamespite.net/talkingtime/showpost.php?p=370320&postcount=105) of clues, images and diagrams.
We can turn the lights on (http://www.gamespite.net/talkingtime/showpost.php?p=367720&postcount=72) in Building I, and the number of lights determines which in a set of strange symbols (http://www.gamespite.net/talkingtime/showpost.php?p=367996&postcount=85) we can see on a nearby viewscreen.
There are still clues in the Button Boxes we haven't used. (Purple #1 (http://www.gamespite.net/talkingtime/showpost.php?p=365724&postcount=42), Purple #2 (http://www.gamespite.net/talkingtime/showpost.php?p=365735&postcount=46), Purple #3 (http://www.gamespite.net/talkingtime/showpost.php?p=367722&postcount=74), Red #1 (http://www.gamespite.net/talkingtime/showpost.php?p=365724&postcount=42), Red #2 (http://www.gamespite.net/talkingtime/showpost.php?p=365723&postcount=41), Red #3 (http://www.gamespite.net/talkingtime/showpost.php?p=365729&postcount=43), Blue #1 (http://www.gamespite.net/talkingtime/showpost.php?p=365723&postcount=41), Blue #2 (http://www.gamespite.net/talkingtime/showpost.php?p=365723&postcount=41), Blue #3 (http://www.gamespite.net/talkingtime/showpost.php?p=367715&postcount=70), Green #1 (http://www.gamespite.net/talkingtime/showpost.php?p=365732&postcount=44), Green #2 (http://www.gamespite.net/talkingtime/showpost.php?p=367718&postcount=71), Green #3 (http://www.gamespite.net/talkingtime/showpost.php?p=367722&postcount=74))


And a map link (http://www.gamespite.net/talkingtime/showpost.php?p=364080&postcount=2), just in case you lost yours.

Mazian
01-26-2009, 11:48 AM
Everything else with a Roman numeral I on it appears to be related to the "five pie wedges" circular design. I don't see a connection here yet.

The grid map, though... You've turned on two antennas, and two dots on the map screen are on. This should give us the information we need for the other settings on the control boxes by comparing them to the map from the office:

http://www.scibbe.com/stash/lprhem/rhem_06d_0016b.png

Since there are a dozen of the bastards, though, this could get complicated. First things first: we don't know which dot is which - the green sketch on the office map looks like it should represent pathways, but I'm not seeing it.

The antenna you turned on this update has another one right near it - if I'm following you, it's the easternmost one on the RHEM map that's in the radio complex itself. Could you go back and turn that third one on, then return to the yellow-dot map?


Addendum!
We're all going to go nuts giving directions without maps. Everyone loves maps.

http://i44.tinypic.com/21cij46.png

B and M are activated, and earlier I suggested turning on A. However, I was also making an assumption that the grid map corresponds to physical location... but if those green lines aren't walkways (and now that I'm looking more closely at the map, they don't seem to be), then who knows what the system is? Maybe it makes more sense to turn off B and see if one of the yellow dots disappears.

Brickroad
01-26-2009, 06:31 PM
The antenna you turned on this update has another one right near it - if I'm following you, it's the easternmost one on the RHEM map that's in the radio complex itself. Could you go back and turn that third one on, then return to the yellow-dot map?
Good idea. That may help us get our bearings.

http://scibbe.com/stash/lprhem/rhem_11b_0001.png
On the way out of the building I notice something strange.

http://scibbe.com/stash/lprhem/rhem_11b_0002.png
Namely, that the railing of this bridge isn't connected to the railing on the path.

http://scibbe.com/stash/lprhem/rhem_11b_0003.png
Turning right reveals the bridge is sitting on some kind of track. What's more, that thing in the middle of the water looks suspiciously like a Letter Box!

Of course to get to that doorway we'll have to open the yellow wire door inside the building. It seems our goals are twofold: move the bridge into position, and open the door leading to it.

http://scibbe.com/stash/lprhem/rhem_11b_0004.png
Okay, backtracking to just below the entrance. Right now I'm facing south. You can see the yellow wire coming in from the east.

There's an antenna directly in front of us. That one's currently off. Turning right from there and following the path brings us to another antenna, which is currently on.

http://i44.tinypic.com/21cij46.png
Excellent! I was worried I'd have to make this very map, so thanks for saving me some work. We'll use your labels from here out. We do indeed have B and M activated...

http://scibbe.com/stash/lprhem/rhem_11b_0005.png
...and now we've turned on A.

http://scibbe.com/stash/lprhem/rhem_11b_0006.png
Back into the building and past the mysterious lever. I'd play with it some more now, but I don't want to accidentially ruin everything. One thing at a time, yeah?

http://scibbe.com/stash/lprhem/rhem_11b_0007.png
Another yellow dot has appeared. For a certainty activating the antennae outside are causing these LEDs to switch on. That means the right-hand one must be M, and the two on the left must be A and B.

Adrenaline
01-26-2009, 06:54 PM
Well then clearly that diagram gives us the combination for each box based on the position in the circle, using depth from the center to determine which it is from the smaller set. Activating an antenna and checking it on that screen tells us what it needs to be. But I still can't tell what this will help with.

Mazian
01-26-2009, 08:59 PM
But I still can't tell what this will help with.
For one thing, it'll help drive Brick nuts as he turns on one antenna, heads back in, checks the screen, takes a screenshot, then goes back for the next one... over and over again.

I'm stuck on the pie piece puzzle. The light sequence in Building I (http://www.gamespite.net/talkingtime/showpost.php?p=367996&postcount=85) might let us match up the digits 1-9 (= number of lights on) with different pie configurations, and the machine at the other end of the yellow wire (http://www.gamespite.net/talkingtime/showpost.php?p=365022&postcount=25) way back when didn't generate any patterns that weren't in that set. However, that machine seemed to have randomized output, so I'm not sure how that helps us with a door combination.

Son of Sinistar
01-27-2009, 12:33 AM
I'm stuck on the pie piece puzzle. The light sequence in Building I (http://www.gamespite.net/talkingtime/showpost.php?p=367996&postcount=85) might let us match up the digits 1-9 (= number of lights on) with different pie configurations, and the machine at the other end of the yellow wire (http://www.gamespite.net/talkingtime/showpost.php?p=365022&postcount=25) way back when didn't generate any patterns that weren't in that set. However, that machine seemed to have randomized output, so I'm not sure how that helps us with a door combination.

Since the wire connects the two boxes togethor, maybe the combination is always changing. We could try putting in the combination that we can currently find with the other box.

Also, let's pull that lever now that we turned another radio tower on and check the back of the door we opened to reach the southwest room.

Mazian
01-27-2009, 02:04 PM
Since the wire connects the two boxes togethor, maybe the combination is always changing. We could try putting in the combination that we can currently find with the other box.
Sounds like a plan. That's either 2-3-6 in the order that it was displayed (bottom to top), or 6-3-2 if it's sneaky and reversed.

Brickroad
01-27-2009, 06:30 PM
Since the wire connects the two boxes togethor, maybe the combination is always changing. We could try putting in the combination that we can currently find with the other box.

Sounds like a plan. That's either 2-3-6 in the order that it was displayed (bottom to top), or 6-3-2 if it's sneaky and reversed.

http://scibbe.com/stash/lprhem/rhem_11c_0001.png
http://scibbe.com/stash/lprhem/rhem_11c_0002.png
Unfortunately neither of those codes worked. Although... it's possible I pulled the switch on the pie machine after posting the screenshots, or didn't save that particular game, or something silly. How about I just run back out to the pie machine and get us a new set, so we can be certain we're on the same page?

http://scibbe.com/stash/lprhem/three_pies.png
That's more like it. Going by the number of lights this output corrosponds with back in Building I (http://www.gamespite.net/talkingtime/showpost.php?p=367996&postcount=85)...

http://scibbe.com/stash/lprhem/rhem_11c_0006.png
...the door combination should be 756.

http://scibbe.com/stash/lprhem/rhem_11c_0007.png
Puzzle solved! The door slides open.

http://scibbe.com/stash/lprhem/rhem_11c_0008.png
That's only half the work, though. We still can't reach the Letter Piece until we slide that bridge into place.

http://scibbe.com/stash/lprhem/rhem_11c_0009.png
Time to turn our attention to this lever. I'll throw it again and then take a look around the premises. It causes a metallic noise every time I pull it, so something is definitely happening.

http://scibbe.com/stash/lprhem/rhem_11c_0010.png
Here's the otherside of the door adjoining the two southern rooms. Nothing out of place here. I'm not even sure why it requires a button to open; an empty doorway would serve just as well.

http://scibbe.com/stash/lprhem/rhem_11c_0011.png
So that's it; the switch causes the metal overlay to slide away from this display device.

http://scibbe.com/stash/lprhem/rhem_11c_0012.png
Our three yellow lights are still there, and there's a big button right in the center.

http://scibbe.com/stash/lprhem/rhem_11c_0014.png
Pressing it causes this yellow line to sweep clockwise across the field of vision, clicking at each of the three dots. Once it's made its way entirely across it goes away.

http://scibbe.com/stash/lprhem/rhem_11c_0015.png
Throwing the lever again...

http://scibbe.com/stash/lprhem/rhem_11c_0016.png
...causes the overlay to slide back.

Well then clearly that diagram gives us the combination for each box based on the position in the circle, using depth from the center to determine which it is from the smaller set. Activating an antenna and checking it on that screen tells us what it needs to be.
I'm sure this is correct, and yeah, that'd be one way to solve it... but come on guys! This is RHEM! Surely there's a way to solve this puzzle with our heads. It sure would save me a lot of legwork...

Mazian
01-27-2009, 07:53 PM
But how does that mesh with the tradition of making life hard for the LPer? solo thief doooooooo iiiiiiiiiit

The map is hand drawn, not from an in-game image, so trying to overlay the grid and get the coordinates that way is likely doomed to failure. It's probably good enough to assign them if you went and turned everything else on at once.

Brickroad
01-28-2009, 10:22 AM
But how does that mesh with the tradition of making life hard for the LPer?

I've got 180 images at home to sort through, crop, convert, comment on, and present to you guys later today. My life is already hard enough!

Kyouki
01-29-2009, 09:06 AM
Here's the otherside of the door adjoining the two southern rooms. Nothing out of place here. I'm not even sure why it requires a button to open; an empty doorway would serve just as well.

I'm sure this has no importance whatsoever! (no idea on what it could mean though...)

Okay, I get the feeling we won't be able to spare Brick of any legwork... But I'll post here some of my thoughts and maybe some smarter guy can pick up where I left off?

Underneath the metal overlay, the display device has four squares and a button in a similar fashion to the combination machine in the nertheast room. Maybe they're related?

It would seem that the lines in the coordinates map are indeed the paths we followed: but indeed, since they're not traced all the way, that doesn't really let us predict the positioning of the other towers (maybe approximate at best).

I got a hunch: Maybe the digits in the 4-digit combination correspond to the number of towers in each of the "circles"? That means the sum of the digits should be 13, and with some careful guessing we could solve the puzzle without much legwork at all...

I notice we haven't tried many things yet:
a) Does the combination machine work any differently when the metal overlay is lifted?
b) How does the display device behave when the tower is transmitting its exact coordinates? Come on Brick, at least do that to towers A and B
c) If all else fails, let's just turn them all on and see their coordinates on the grid! (that reminds me of the Myst maze... Indeed, brute force is easier than thinking)

Mazian
01-29-2009, 10:58 AM
Underneath the metal overlay, the display device has four squares and a button in a similar fashion to the combination machine in the nertheast room. Maybe they're related?
I'm guessing they are, because it looks like one of the conduits heading out of the display is the same as the conduit into the button box. Say Brick, where does the other conduit go?

Brickroad
01-29-2009, 11:10 AM
I'm sure this has no importance whatsoever! (no idea on what it could mean though...)

It actually doesn't. It's just a door you open from both sides. There's a light above the door that does some funny stuff but as far as I know it doesn't actually mean anything. I don't even think I noticed it my first time through the game. Probably was meant to be a clue for some puzzle that ended up not being included. I'll show it off in a few updates.

I guess this means I have to retract my previous statement of "absolutely everything is meaningful", which kind of sucks ass. I even did an exhaustive search online to see if anyone else knew why there was a blinking light there and none of the walkthroughs or reviews even mention it.

a) Does the combination machine work any differently when the metal overlay is lifted?

Nope.

b) How does the display device behave when the tower is transmitting its exact coordinates? Come on Brick, at least do that to towers A and B

When you've got the proper coordinates placed in, you hear a chirping sound instead of a click when the yellow laser beam sweeps across that antenna's dot on the grid.

c) If all else fails, let's just turn them all on and see their coordinates on the grid! (that reminds me of the Myst maze... Indeed, brute force is easier than thinking)

This is indeed the easiest way to solve the puzzle, but before you can do that you have to be sure you know which light corrosponds with which antenna. Thanks to our experiments with antennae A, B and M, we do.

I'm guessing they are, because it looks like one of the conduits heading out of the display is the same as the conduit into the button box. Say Brick, where does the other conduit go?

I haven't actually traced it, and we might not be able to tell exactly, but I imagine it goes up to the transmitter on the roof.

Brickroad
02-10-2009, 11:09 AM
Update coming tonight, you guys. I shit you not.

Adrenaline
02-10-2009, 12:04 PM
Oh boy, I've missed this insanity. While ignoring that I've been neglecting mine too.

Brickroad
02-10-2009, 11:52 PM
First order of business is to run around the Radio Complex and turn all the antennae on. This should cause little glowy lights to appear all over our display.

http://scibbe.com/stash/lprhem/radios_turned_on.png
You can just pretend this patched-together screenshot is a button-pressing montage.

Next let's try Mazian's idea to overlay the printout from KALES's Office on top of our grid...

http://scibbe.com/stash/lprhem/radio_overlay.png
I've gone ahead and labeled them with the same letters Mazian used in his map. From here it's like the puzzle solves itself!

http://scibbe.com/stash/lprhem/radios_coords_entered.png
As you can see, this is DEFINITELY a puzzle you want to make sure you've got solved properly before you start investing the legwork. It involves accurately entering twenty-six glyphs!

http://scibbe.com/stash/lprhem/rhem_12_0014.png
After doing all that work it's a good idea to SAVE. It really sucks to solve a puzzle and then lose your state halfway through enacting the solution because the cat pulled your power cord out, or whatever.

http://scibbe.com/stash/lprhem/rhem_12_0015.png
Time to throw the switch again, so we can slide the grid away and reach the laser button.

http://scibbe.com/stash/lprhem/rhem_12_0016.png
As the yellow line sweeps past the dots on the display, it chirps for each one that's correct and clicks for each one that's not. So if you know which dot goes with which antenna, you can easily go back and fix any mistakes.

There are two approaches to this puzzle. The first is turning the antenna on one at a time, checking them here, entering the coordinates, then turning it off and going on to the next one, then turning all thirteen on at the end. The other involves turning on a few antennae which are far away from each other and extrapolating the rest of their locations from that. Fortunately we were smart enough to do it the second way.

http://scibbe.com/stash/lprhem/rhem_12_0017.png
Since all thirteen antennae are set up right, the machine gives us a four-digit code. So I guess the third way to approach this puzzle is to go to a walkthrough and get the code without doing any of the work. (But we're all too awesome for such shenanigans.)

http://scibbe.com/stash/lprhem/rhem_12_0019.png
There's only one device around that will take a four-digit code...

http://scibbe.com/stash/lprhem/rhem_12_0021.png
http://scibbe.com/stash/lprhem/rhem_12_0023.png
...it activates a camera, and we watch victoriously as the bridge slides across! Huzzah!

http://scibbe.com/stash/lprhem/rhem_12_0024.png
This brings the letter box within reach.

http://scibbe.com/stash/lprhem/rhem_12_0026.png
It's ours!

http://scibbe.com/stash/lprhem/three_letter_pieces.png
The letter is 3/4 complete!

http://scibbe.com/stash/lprhem/rhem_12_0028.png
Of course with the bridge in the letter box position we can't get out of the building.

http://scibbe.com/stash/lprhem/rhem_12_0029.png
Fortunately our helpful blue button moves it back to the exit, and we can put the Radio Complex behind us.

Brickroad
02-10-2009, 11:53 PM
http://scibbe.com/stash/lprhem/rhem_12_0030.png
Last on our checklist is the Pentangle Complex. Lots of little tweaks have to be made to open the path there, of course; first of all we need to rotate this elevator into the opposite position.

http://scibbe.com/stash/lprhem/rhem_12_0031.png
Then we need the Round Building walkway to point the right direction, so we can go around the long way and approach the elevator from the correct side.

http://scibbe.com/stash/lprhem/rhem_12_0032.png
This wooden platform, of course, needs to be in the right spot now. If it's not you'll have to go adjust it and then come back.

http://scibbe.com/stash/lprhem/rhem_12_0033.png
Opening the elevator from the other side will take us to lands unknown!

http://scibbe.com/stash/lprhem/rhem_12_0035.png
It exits down onto a westerly path that goes back behind the Square Building.

http://scibbe.com/stash/lprhem/rhem_12_0036.png
Of course going through the Square Building through the back door brings us to the other side of that cylindrical doorway we can rorate. Like the wooden platform, if this is in the wrong position you have to go all the way back and adjust it (which requires two adjustments to the wooden platform!).

http://scibbe.com/stash/lprhem/rhem_12_0037.png
Going through the cylindar and then up a ladder brings us to this long southerly path encased in orange pipes. If you look on the map you'll see this path is parallel to the one we opened behind the waterfall door a few updates ago.

http://scibbe.com/stash/lprhem/rhem_12_0038.png
The hallway ends with a ladder down.

http://scibbe.com/stash/lprhem/rhem_12_0039.png
The ladder bottoms out and our path continues west, on into the southeastern part of the map labeled Pentangle Complex.

http://scibbe.com/stash/lprhem/rhem_12_0040.png
Stepping through the doorway we can see several structures. To our left (south) we can see a round building, separated from the path we're on by a solid wall. To our right (north) we see a bridge leading to a closed doorway. Ahead of us is a ladder leading up onto a higher path, continuing west.

http://scibbe.com/stash/lprhem/rhem_12_0042.png
There's a sealed doorway in the wall between us and that round structure. A single button stands in our way and, of course, pressing it just gets me a BZZRT!.

http://scibbe.com/stash/lprhem/rhem_12_0043.png
Maybe we'll have more luck with this ugly bridge.

http://scibbe.com/stash/lprhem/rhem_12_0044.png
Nope, no good. This door's barred up tight too. I can knock on it, but that's about it.

http://scibbe.com/stash/lprhem/rhem_12_0045.png
Standing at this doorway and facing east, I can see a mechanism of some kind out in the middle of that pond. The doorway in the right of this screenshot is the one we came in through.

http://scibbe.com/stash/lprhem/rhem_12_0046.png
Two for two with doors so far; let's tackle this ladder.

Brickroad
02-10-2009, 11:54 PM
http://scibbe.com/stash/lprhem/rhem_12_0047.png
Heading up the ladder, our path curves briefly southwest before going into this door.

http://scibbe.com/stash/lprhem/rhem_12_0048.png
Stepping through the door we find ourselves in a brick hallway. I'm facing north right now. The doorway ahead to our left is the only exit.

http://scibbe.com/stash/lprhem/rhem_12_0049.png
Going to the end of the hallway and then turning left gives us a couple options. We can continue forward on this path, or turn south through this door. Let's try the door first.

http://scibbe.com/stash/lprhem/rhem_12_0050.png
Facing south through the door. Yikes, lots of crazy-looking stuff in there! This would be the southwest structure in the Pentangle Complex, by the way.

http://scibbe.com/stash/lprhem/rhem_12_0051.png
Directly through this door is a ladder leading down to the lower level.

http://scibbe.com/stash/lprhem/rhem_12_0052.png
Climbing down and walking along the length of the path down there brings us to a close fence. The path continues on the other side but there's no way to open it from here.

http://scibbe.com/stash/lprhem/rhem_12_0053.png
Turning around (facing north) and looking at the ladder we just climbed down, we see a path heading left.

http://scibbe.com/stash/lprhem/rhem_12_0054.png
This lower-level path brings us to a wheel of some kind.

http://scibbe.com/stash/lprhem/rhem_12_0055.png
http://scibbe.com/stash/lprhem/rhem_12_0056.png
Turning the wheel releases the metal catch on that wooden... whatever it is. Let's get a better look at it from above.

http://scibbe.com/stash/lprhem/rhem_12_0057.png
Climbing back up the ladder and facing west.

http://scibbe.com/stash/lprhem/rhem_12_0058.png
Now standing directly above the wheel I just turned below. Okay, it was a locking mechanism on that wooden platform. Presumably there's a way to raise the platform, which wouldn't have worked if the lock was in place.

http://scibbe.com/stash/lprhem/rhem_12_0059.png
That's all I can do in that room for now. I've exited through the northern door and am now facing west. Our path goes a step forward and then turns right.

http://scibbe.com/stash/lprhem/rhem_12_0060.png
It's some sort of vehicle!

Brickroad
02-10-2009, 11:56 PM
http://scibbe.com/stash/lprhem/rhem_12_0062.png
The controls look pretty straightforward, but the arrow buttons don't do anything. Hmm...

http://scibbe.com/stash/lprhem/rhem_12_0063.png
Of course, it's the red button that turns the vehicle on. As soon as I hit it and then press the forward arrow, the thing starts to move.

http://scibbe.com/stash/lprhem/rhem_12_0065.png
http://scibbe.com/stash/lprhem/rhem_12_0066.png
http://scibbe.com/stash/lprhem/rhem_12_0067.png
http://scibbe.com/stash/lprhem/rhem_12_0068.png
One brief cable-car ride later, we come to a stop. The car traveled north over some water, coming to a rest in a small room near the center of the Pentangle Complex. You can see the cable the car follows as a single line on the map linking the two rooms.

http://scibbe.com/stash/lprhem/rhem_12_0069.png
The only exit seems to be a doorway in the north wall.

http://scibbe.com/stash/lprhem/rhem_12_0070.png
In this west-facing view we can see both the front of the cable-car and the exit doorway. What's that on the front of the car?

http://scibbe.com/stash/lprhem/rhem_12_0071.png
I can manipulate that little handle thing, but it just shifts in place momentarily. It doesn't actually change position.

http://scibbe.com/stash/lprhem/rhem_12_0073.png
Stepping out the door and facing west we find ourselves at the top of a staircase leading down into the Pentangle Complex proper. It's a huge lake valley criss-crossed with catwalks with a large five-sided building in the center of it. Note that the path goes straight down to the door, but has a four-way fork in the center of it. You can see this fork easily on the map.

http://scibbe.com/stash/lprhem/rhem_12_0074.png
The door leading into the building is, of course, locked.

http://scibbe.com/stash/lprhem/rhem_12_0075.png
Back to the fork and facing south. The path goes forward a few steps then splits into an east and west path.

http://scibbe.com/stash/lprhem/rhem_12_0076.png
The west path curves around to the southern side of the five-sided building. There's a tan plate on the wall that shows a series of symbols as I click on it.

http://scibbe.com/stash/lprhem/eightpaneldesigns.png
Here's a composite of the eight designs I can put into the plate.

Brickroad
02-10-2009, 11:57 PM
http://scibbe.com/stash/lprhem/rhem_12_0086.png
The west path behind us connects to a stairway leading south, back towards where we first found our cable-car.

http://scibbe.com/stash/lprhem/rhem_12_0087.png
I've climbed the stairs and am facing south. Yep, that doorway goes into the cable-car room alright. You can see off to the left the cable the vehicle travels on.

http://scibbe.com/stash/lprhem/rhem_12_0089.png
Since the cable-car is at the other station, we can walk freely through the room.

http://scibbe.com/stash/lprhem/rhem_12_0090.png
Facing north along the cable. There's our car, securely parked across the way.

http://scibbe.com/stash/lprhem/rhem_12_0091.png
That was kind of a waste of time. Let's head back to our four-way fork and take the only path remaining to us: north. Note there seems to be what looks like a control box in a little notch just ahead of us.

http://scibbe.com/stash/lprhem/rhem_12_0092.png
http://scibbe.com/stash/lprhem/rhem_12_0094.png
All it does is BZZRT!s at me, though. Rats.

http://scibbe.com/stash/lprhem/rhem_12_0095.png
This path continues north and then turns west, up another stairway.

http://scibbe.com/stash/lprhem/rhem_12_0096.png
Facing west, these stairs go up and over a path that leads to another tan plate on the northern side of the five-sided building. We can't get there from here, though.

http://scibbe.com/stash/lprhem/rhem_12_0097.png
The stairs lead through a doorway, and the path turns abruptly north. We can see what looks like a pumping mechanism off to our left.

http://scibbe.com/stash/lprhem/rhem_12_0098.png
Through the doorway and facing north. Now we're in the northwest section of the Pentangle Complex. We've got a path off to our left and a curious-looking dead end ahead of us.

http://scibbe.com/stash/lprhem/rhem_12_0099.png
It's just a pool of water with a slanted roof. Weird.

Brickroad
02-10-2009, 11:58 PM
http://scibbe.com/stash/lprhem/rhem_12_0100.png
Turning west onto the not-a-dead-end path, we've got a doorway dead ahead of us and the top of a ladder on our left.

http://scibbe.com/stash/lprhem/rhem_12_0101.png
This ladder doesn't do us much good at all.

http://scibbe.com/stash/lprhem/rhem_12_0102.png
Perhaps the doorway will be more helpful.

http://scibbe.com/stash/lprhem/rhem_12_0103.png
Stepping through the doorway and facing north, we've got a wooden ramp that leads directly up into the ceiling.

http://scibbe.com/stash/lprhem/rhem_12_0104.png
We've also got a blue button that lowers the ramp into a pathway. Handy!

http://scibbe.com/stash/lprhem/rhem_12_0105.png
The hallway goes forward and turns right. This is an easterly look along the northernmost path in this area of the Pentangle Complex. The end of this hallway turns right, as well.

http://scibbe.com/stash/lprhem/rhem_12_0106.png
A ramp leads up to a higher level. There's also another blue button.

http://scibbe.com/stash/lprhem/rhem_12_0107.png
Aha! This button lowers the ramp down into position, letting us walk a circle around this pool area! Of course I've already been to the other side of this ramp when it's in the lowered position, so I'll move it back up and explore the upper level.

http://scibbe.com/stash/lprhem/rhem_12_0108.png
On the upper level, facing south.

http://scibbe.com/stash/lprhem/rhem_12_0109.png
At the end of this path is a ladder leading downwards.

http://scibbe.com/stash/lprhem/rhem_12_0110.png
The ladder dumps us out at the northwest side of the five-sided building. There's a tan plate here that acts just like the previous one, showing me the same eight designs.

http://scibbe.com/stash/lprhem/rhem_12_0119.png
Turning around, we've also got access to that pump we saw earlier.

http://scibbe.com/stash/lprhem/rhem_12_0121.png
Throwing the switch on the pump causes the machine to spring to life with large, long slurping sounds.

http://scibbe.com/stash/lprhem/rhem_12_0123.png
Heading back to the pool area, we see that we've completely drained it!

Brickroad
02-11-2009, 12:00 AM
http://scibbe.com/stash/lprhem/rhem_12_0124.png
Now our ladder will do something useful!

http://scibbe.com/stash/lprhem/rhem_12_0125.png
Climbing down leads to a dead end, but there's a diagram of some sort posted here.

This just raises a question though: where did all that water go? Well, there was that one room...

http://scibbe.com/stash/lprhem/rhem_12_0126.png
Back up past the first cable-car station we return to find this room completely flooded!

http://scibbe.com/stash/lprhem/rhem_12_0127.png
We can't get down this ladder now. Remember, this lead to a locked fence.

http://scibbe.com/stash/lprhem/rhem_12_0128.png
However, the walkway on the other side has floated up, and we can cross here. Good thing we moved that metal deadbolt out of the way, yeah?

http://scibbe.com/stash/lprhem/rhem_12_0129.png
Crossing the bridge brings us to a couple of goodies. The first is this box, which is positioned directly above the metal fence in the flooded area below.

http://scibbe.com/stash/lprhem/rhem_12_0131.png
Inside is a picture of a fence and everything! Pulling that switch causes a rusty sound, which of course I have absolutely not the first clue could even mean.

http://scibbe.com/stash/lprhem/rhem_12_0132.png
The other is this... uh... well.

http://scibbe.com/stash/lprhem/rhem_12_0133.png
Kind of a backwards well, isn't it? I mean, the entire area around it is filled with water, but the well itself is bone dry. There's something down there but I can't tell what it is.

http://scibbe.com/stash/lprhem/rhem_12_0134.png
The only other things in the area are these 2x4s leaning against the wall in one of the brick hallways. They don't do anything, though, they're just there.

Phew! My legs are tired, and once again I'm up to my neck in puzzles, mazes and moving pathways. What's next, Talking Time?

Here's your map link (http://www.gamespite.net/talkingtime/showpost.php?p=364080&postcount=2). And yeah, sorry this update took so long, but I had to teach an emergency class on wrestling time-traveling dinosaurs.

Mazian
02-11-2009, 12:12 AM
That is a lot of stuff. Time to stare at the map until my eyes bleed.

One nice thing about having found three letter pieces is that it sharply reduces the number of unused clues. It's a safe bet that the shapes on the tan panel correlate to the simulation box in the office (http://www.gamespite.net/talkingtime/showpost.php?p=370309&postcount=104).

EDIT: I guess no one's posting because there aren't any tasty puzzles immediately at hand. So, may as well finish the exploration - now that the fence is open, flip the pumps back off and see where that pathway goes, as well as checking the well to see if the blob at the bottom floats up.

Son of Sinistar
02-17-2009, 09:03 AM
Before we move the water though, let's have a look under those slanted floors in the other room. I don't know if we can reach the other side of the one with stairs, but the first one we encountered can definitely be reached.

Mazian
02-18-2009, 02:59 PM
Also, that diagram on the ladder contains the internationally recognized pictograms for "there is a secret passageway under the cable car", and there wouldn't be a pathway back to the south station if there wasn't some way to get the car out of the north station without you in it.

Brickroad
02-18-2009, 03:03 PM
Update coming (probably late) tonight. Thanks for bearing with me guys, but I have to hunt vampires in my spare time and it leaves me rather tired all day long. Thanks again for understanding.

eta: Ha ha, I lied! No time for RHEM tonight and now it's bedtime. Vampires suck. =(

Brickroad
02-21-2009, 09:36 PM
My comrades, the good folks at Undead Killaz Exterminatorz, put in some overtime this weekend and we managed to get the vampire population down to a more reasonable level. We've also learned that many are still deep in hiding to escape the humiliation of Twilight. So I have some free time now to play RHEM!

Before we move the water though, let's have a look under those slanted floors in the other room. I don't know if we can reach the other side of the one with stairs, but the first one we encountered can definitely be reached.

If you check the map (by the way: map link (http://www.gamespite.net/talkingtime/showpost.php?p=364080&postcount=2), the slanty platforms are in the rectangular area in the very northwest corner. If either platform is lowered I can reach both sides of the opposite platform, so it's trivially easy to check every side out in each configuration.

http://scibbe.com/stash/lprhem/rhem_12b_0001.png
Here's the south side of tne eastern platform. Walking up it takes us to the upper level, then to the ladder that leads to the water pump and the northwest wall of the Pentangle Building.

http://scibbe.com/stash/lprhem/rhem_12b_0002.png
We already know what's up there, so let's lower it and check out both sides of the western platform.

http://scibbe.com/stash/lprhem/rhem_12b_0003.png
Right now the western platform is down (it had to be, so we could get to the back side of the eastern platform).

http://scibbe.com/stash/lprhem/rhem_12b_0004.png
Moving it up puts it back in the position we found it in. But since the eastern platform is down now, we can double back around and check out the other side.

http://scibbe.com/stash/lprhem/rhem_12b_0005.png
Gasp! A hidden path! A stairway leads down into a underground tunnel.

http://scibbe.com/stash/lprhem/rhem_12b_0006.png
The tunnel leads south a good ways, then turns left back towards the Pentangle Building. At the end is the ladder leading upwards.

http://scibbe.com/stash/lprhem/rhem_12b_0007.png
http://scibbe.com/stash/lprhem/rhem_12b_0008.png
There's a beach ball floating in the water here. Clicking the beach ball just makes it spin around in the water. I thought about making an animation of it, but I'm still recovering from last night's vampire bites, so I got lazy and instead just made sure I had a good screenshot of both the front and back of it.

http://scibbe.com/stash/lprhem/rhem_12b_0009.png
Opposite the beach ball is a short catwalk leading up to the southwest wall of the Pentangle Building. The plate on the wall has the same series of shapes the other two had.

http://scibbe.com/stash/lprhem/rhem_12b_0010.png
Just to polish this section of the map off, here's a shot of what's underneath the eastern of the two slanty platforms. Last time we looked here it was full of water, but since the water's been drained it's just an empty hole. No path here, and no way to climb down.

Brickroad
02-21-2009, 09:37 PM
EDIT: I guess no one's posting because there aren't any tasty puzzles immediately at hand. So, may as well finish the exploration - now that the fence is open, flip the pumps back off and see where that pathway goes, as well as checking the well to see if the blob at the bottom floats up.

Well, that's charitable. I was assuming nobody was posting because I keep making everyone wait a week between updates.

http://scibbe.com/stash/lprhem/rhem_12b_0011.png
First thing we need to do is drain the grate room, so I have to re-configure the slanty platforms and make my way back to the pump.

http://scibbe.com/stash/lprhem/rhem_12b_0012.png
Water's gone! The grate's right in front of us on the bottom level.

http://scibbe.com/stash/lprhem/rhem_12b_0013.png
It opens quite easily now. The path leads a couple steps ahead and then turns right, dead-ending at the side of the well.

http://scibbe.com/stash/lprhem/rhem_12b_0014.png
http://scibbe.com/stash/lprhem/rhem_12b_0015.png
The bottom of the well has a valve on it. Presumably it's closed, otherwise the well would have flooded along with the rest of the room, so I'll open it up.

http://scibbe.com/stash/lprhem/rhem_12b_0016.png
Back to the pump again to re-flood the grate room.

http://scibbe.com/stash/lprhem/rhem_12b_0017.png
Water's back! Let's take a look at our well.

http://scibbe.com/stash/lprhem/rhem_12b_0019.png
With the valve open, water has flooded the well and the object in the bottom has floated to the top.

http://scibbe.com/stash/lprhem/rhem_12b_0020.png
It's a green bottle. Pop the top, and...

http://scibbe.com/stash/lprhem/rhem_12b_0021.png
...a rolled-up clue is revealed! Unfortunately I have no pockets, so I can't bring the clue with me. It has to stay here in the bottle.

Also, that diagram on the ladder contains the internationally recognized pictograms for "there is a secret passageway under the cable car", and there wouldn't be a pathway back to the south station if there wasn't some way to get the car out of the north station without you in it.

http://scibbe.com/stash/lprhem/rhem_12b_0022.png
Good thinking, but I don't know a way to move the cable car! I can start it up by pushing the big red ignition button, and it will sit there and run, but neither arrow will make it actually move. It's locked in place somehow. Even if I could move it, remember that the path leading back to the other station is blocked off by the car itself, which is why we had to ride the car to this station in the first place.

Any thoughts, gang?

Mazian
02-22-2009, 12:13 AM
It's a green bottle. Pop the top, and...
...a rolled-up clue is revealed! Unfortunately I have no pockets, so I can't bring the clue with me. It has to stay here in the bottle.
No pockets, but apparently you do have a pair of chopsticks to fish the note out of that tiny little neck.

It's a small detail, but part of a pattern that's been faintly bugging me for a bit - more noticeable when the player character can't vault a knee-high fence, or walk across a drained pond: it highlights the artificial constraints in the design. This is one aspect that I think the Myst series got right (particularly with Riven onwards) - a sense of scale. It has its restricted pathways too, but it's a lot less jarring when it won't let you jump a fifty-foot chasm or swim to another island you can barely see. Combined with the tendency to design clues into the environment rather than as obvious puzzle pieces, it gives the game a more immersive, less artificial feel.

On the other hand, the smaller scale and pragmatic construction of RHEM give it an altogether different form of realism that befits its creation: it could actually be constructed by a certain flavor of mad genius, the life's work of the bastard child of Howard Hughes and Sarah Winchester. As Brick said in the very first post, the game is unmistakably the work of a single mind.

-------------

Enough pontificating, there are puzzles to be solved. The message in a bottle (http://www.youtube.com/watch?v=MeQ2yXE1mpU) clearly pertains to the settings on the bronze-colored panels on the pentagonal building, and the simulation output (http://www.gamespite.net/talkingtime/showpost.php?p=370309&postcount=104) from the office gives us the mapping between black/white and symbols.


Northwest: vertical bar, square, triangle (top to bottom)
Northeast: triangle, circle, triangle
Southwest: triangle, circle, diamond
Southeast: vertical bar, square, diamond

We can only get to three of these right now, but I'll bet that once the sekrit passageway is opened up, it'll lead to the fourth.

The beach ball in the lake has a different color sequence than the one in the office photo. No doubt this is deeply significant. Of... I dunno. Something.

Mazian
02-22-2009, 05:01 PM
Good thinking, but I don't know a way to move the cable car! I can start it up by pushing the big red ignition button, and it will sit there and run, but neither arrow will make it actually move.
Again, there's a puzzle exclusion factor at work. Between the car itself, both terminal rooms, and the walkway between them, there are only four manipulable objects: the red button, the two arrow buttons, and the mystery widget on the car bumper. No combination of the first three alone does anything, so how about adding the last one to the mix? Does the red button leave the ignition on?

The widget looks more like a water faucet to me, but there's nothing else around to work with.

Even if I could move it, remember that the path leading back to the other station is blocked off by the car itself, which is why we had to ride the car to this station in the first place.
Eh, one problem at a time. We haven't seen the other side of the car yet either, and I'm trusting there aren't unwinnable situations built in.

Brickroad
02-22-2009, 09:44 PM
First thing's first: map link (http://www.gamespite.net/talkingtime/showpost.php?p=364080&postcount=2).

Again, there's a puzzle exclusion factor at work. Between the car itself, both terminal rooms, and the walkway between them, there are only four manipulable objects: the red button, the two arrow buttons, and the mystery widget on the car bumper. No combination of the first three alone does anything, so how about adding the last one to the mix? Does the red button leave the ignition on?

http://scibbe.com/stash/lprhem/rhem_12c_0001.png
Yeah, it sits there and runs for, I dunno, maybe thirty seconds or so after you turn it on and press an arrow. So I-- hey, wait a minute.

http://scibbe.com/stash/lprhem/rhem_12c_0002.png
http://scibbe.com/stash/lprhem/rhem_12c_0003.png
http://scibbe.com/stash/lprhem/rhem_12c_0004.png
If I step out of the car while it's running, and then pull the pin, I can send it off on its own! Farewell, railcar!

http://scibbe.com/stash/lprhem/rhem_12c_0005.png
http://scibbe.com/stash/lprhem/rhem_12c_0006.png
As expected, there is a trap door in the floor of the station.

http://scibbe.com/stash/lprhem/rhem_12c_0008.png
The ladder brings me to an underground hallway leading east. The door at the end opens up into a canyon.

http://scibbe.com/stash/lprhem/rhem_12c_0009.png
The canyon heads off north and south. I'll try the north path first.

http://scibbe.com/stash/lprhem/rhem_12c_0010.png
The canyon ends at this doorway, re-entering the catwalks over the Pentangle Complex lake from the east.

http://scibbe.com/stash/lprhem/rhem_12c_0011.png
The catwalk continues over the water and underneath this path, ending at a stone slab set into the northern side of the Pentangle Building. But hey, while I'm here...

Enough pontificating, there are puzzles to be solved. The message in a bottle (http://www.youtube.com/watch?v=MeQ2yXE1mpU) clearly pertains to the settings on the bronze-colored panels on the pentagonal building, and the simulation output (http://www.gamespite.net/talkingtime/showpost.php?p=370309&postcount=104) from the office gives us the mapping between black/white and symbols.


Northwest: vertical bar, square, triangle (top to bottom)
Northeast: triangle, circle, triangle
Southwest: triangle, circle, diamond
Southeast: vertical bar, square, diamond


http://scibbe.com/stash/lprhem/rhem_12c_0012.png
...I'll go ahead and start plugging these shapes in. Now time to turn back and check out the southern canyon path.

Brickroad
02-22-2009, 09:46 PM
http://scibbe.com/stash/lprhem/rhem_12c_0013.png
Passing up the door leading to the station, we can continue south some ways before turning east.

http://scibbe.com/stash/lprhem/rhem_12c_0014.png
Doing so brings us to this door.

http://scibbe.com/stash/lprhem/rhem_12c_0015.png
Opening the door reveals a helpful arrow. Thanks, helpful arrow!

http://scibbe.com/stash/lprhem/rhem_12c_0016.png
The helpful arrow points at another door, this one leading south. Thanks again, helpful arrow!

http://scibbe.com/stash/lprhem/rhem_12c_0017.png
Hmm... this looks familiar.

http://scibbe.com/stash/lprhem/rhem_12c_0018.png
Indeed! It's the other side of that door I couldn't open near the entrance of the Pentangle Complex! But... the door closed behind me.

http://scibbe.com/stash/lprhem/rhem_12c_0019.png
Crap! It can't be opened from this side!

http://scibbe.com/stash/lprhem/rhem_12c_0020.png
Fortunately the railcar is waiting in the southern station. I can just ride it back.

http://scibbe.com/stash/lprhem/rhem_12c_0022.png
Back at the Pentangle Building, let's try sticking the rest of our shapes into the plates.

http://scibbe.com/stash/lprhem/rhem_12c_0023.png
http://scibbe.com/stash/lprhem/rhem_12c_0024.png
http://scibbe.com/stash/lprhem/rhem_12c_0025.png
That should be all of them.

http://scibbe.com/stash/lprhem/rhem_12c_0026.png
If the shapes are correct, this control panel should activate now.

http://scibbe.com/stash/lprhem/rhem_12c_0027.png
Pressing the button causes all four circles to light up. Looks like we're on the right track.

Brickroad
02-22-2009, 09:47 PM
http://scibbe.com/stash/lprhem/rhem_12c_0028.png
Now the door to the Pentangle Building is open, and we can head inside. Looks like another fun-filled puzzle room! Let's check out that control panel directly in front of us.

http://scibbe.com/stash/lprhem/rhem_12c_0029.png
The left button activates a camera and shows us the beach ball we found earlier.

http://scibbe.com/stash/lprhem/rhem_12c_0030.png
The right button causes the arrow on the device ahead of us to start moving clockwise. There are five circular notches on the device, and the arrow clicks every time it points at one. Click, click, click, click, click. Looks like each of the notches is connected by a wire to one of the other control panels in the room; there are two to my right and three to my left.

http://scibbe.com/stash/lprhem/rhem_12c_0031.png
Here are the two right-hand control panels. I can use the button on the panel to cycle through six different glyphs:

http://scibbe.com/stash/lprhem/pentangle_glyphs.png
I'm certain we've seen these... somewhere.

http://scibbe.com/stash/lprhem/rhem_12c_0037.png
Here are two of the three left-hand control panels. They have the same glyphs. Don't be thrown off by the pipe leading from that gold thing on the wall; that's just the backside of the stone plates we used to unlock the door. There are four pipes, all leading to the door, but we won't have to do anything else with them.

http://scibbe.com/stash/lprhem/rhem_12c_0038.png
The last control panel is just to the left of the previous two.

It looks as though we have to punch the proper glyph into each of these five control boxes to do... something.

Mazian
02-22-2009, 10:24 PM
http://www.scibbe.com/stash/lprhem/rhem_12c_0015.png
Opening the door reveals a helpful arrow. Thanks, helpful arrow!
Hold up here a second. What's Rule #1 of RHEM? Always check if an opened door is hiding something.


...okay, so that's kinda cheating, because the map shows that there is something back there if you close the door and head north. But still!

Brickroad
02-26-2009, 11:25 PM
Hold up here a second. What's Rule #1 of RHEM? Always check if an opened door is hiding something.

...okay, so that's kinda cheating, because the map shows that there is something back there if you close the door and head north. But still!

http://scibbe.com/stash/lprhem/rhem_12d_0001.png
http://scibbe.com/stash/lprhem/rhem_12d_0002.png
Absolutely right on both counts! Gee golly, Mazian, I certainly hope you plan on shelling out for RHEM 2 and 3, because I won't be LPing them and it would be a damn shame if you were to leave them unsolved.

Note that they try to fake you out by making the "hidden" door smaller than the regular one, so you can't see the outline of a frame when it's closed. Unlike the other double-doors in the game, you can't deduce this one; you have to try it. (Well, you can deduce it if your mapwork is good, I guess, but mine wasn't.)

Also note that the red herring arrow sign, on its face, seems like a cheap shot on RHEM's part. Kind of doesn't mesh well with my claims that RHEM does, in fact, play fair, does it? But think about what the arrow is actually telling you; it points at an obvious door. Why on earth would you need an arrow pointing to an obvious door? The fact that there's a non-clue here is, in actuality, a clue that there is something up with this room. We know what the arrow is pointing at; what isn't it pointing at?

http://scibbe.com/stash/lprhem/rhem_12d_0003.png
Stepping through the door and turning right shows us a canyon path that runs off to the east.

http://scibbe.com/stash/lprhem/rhem_12d_0004.png
Following the path and turning the corner (now facing south) reveals this is the path to that switch-on-the-lake we saw earlier, but couldn't reach.

http://scibbe.com/stash/lprhem/rhem_12d_0005.png
It's a simple lever, and pulling it makes some mechanical noises. I'm certain we've seen that symbol somewhere, too...

http://scibbe.com/stash/lprhem/rhem_12d_0006.png
...yep, there it is, next to the door off to our left. Let's go check it out.

http://scibbe.com/stash/lprhem/rhem_12d_0007.png
http://scibbe.com/stash/lprhem/rhem_12d_0008.png
The door's now unlocked and can be opened.

http://scibbe.com/stash/lprhem/rhem_12d_0009.png
Hey, how much you guys want to bet there's a letter piece inside this box? And speaking of symbols I'm certain we've seen before...

Mazian
03-01-2009, 07:32 PM
I've sort of been monopolizing the last few puzzles, so I was going to stop being greedy and share this one.

However, I did go and correlate the symbols to the colors of button boxes we originally saw them on:

http://www.scibbe.com/stash/lprhem/pentangle_glyphs.png
By button box color: green - blue - red - red - purple - blue
...that seems too repetitive to be useful. However, if sorted by the colors of the oval symbol (http://www.scibbe.com/stash/lprhem/rhem_04_0057.png) they displayed:
orange - green - purple - blue - red - yellow

Son of Sinistar
03-02-2009, 11:33 PM
I've sort of been monopolizing the last few puzzles, so I was going to stop being greedy and share this one.

However, I did go and correlate the symbols to the colors of button boxes we originally saw them on:

http://www.scibbe.com/stash/lprhem/pentangle_glyphs.png
By button box color: green - blue - red - red - purple - blue
...that seems too repetitive to be useful. However, if sorted by the colors of the oval symbol (http://www.scibbe.com/stash/lprhem/rhem_04_0057.png) they displayed:
orange - green - purple - blue - red - yellow

Looks like each symbol corresponds to a color, and the beach ball gives us a convient order for them. For simplicity sake, I'll just refer to them by the color oval. The two beach balls are different with each one going clockwise:

Office room: orange - red - yellow - purple - blue - green

Floating beach ball (looking down on it): orange - purple - red - blue - green - yellow

We already pushed the button once with those symbols shown and receive the same output for each notch. Pretty sure this means that orange must be at the top, and the office picture has orange at the top as well. Let's start with that order so:

orange - red - yellow - purple - blue - green

EDIT:

Upon further examination, it looks like the boxes are not wired in order. So starting with the left box as seen from the control panel:

purple - blue - green - red - yellow

Brickroad
03-04-2009, 10:53 PM
Let's see if Mazian and Son of Sinistar have solved this madness. According to you guys the symbols should look something like this, right?

http://scibbe.com/stash/lprhem/rhem_final_0001.png
The two right hand boxes...

http://scibbe.com/stash/lprhem/rhem_final_0003.png
...the far left box...

http://scibbe.com/stash/lprhem/rhem_final_0004.png
...and the two left-hand boxes.

http://scibbe.com/stash/lprhem/rhem_final_0005.png
This time after the clock hand goes all the way around the left button starts flashing. Pressing it yields some footage of the locked letter box instead of the beach ball. I take this as a good sign!

http://scibbe.com/stash/lprhem/rhem_final_0006.png
Out the building, up the stairs, through the railcar station and then down the ladder brings me back to this structure.

http://scibbe.com/stash/lprhem/rhem_final_0007.png
It's unlocked! Oh joy of joys!

http://scibbe.com/stash/lprhem/four_letter_pieces.png
The letter is complete! This means we've solved every single puzzle in RHEM. There's absolutely nothing standing between us and salvation now!

http://scibbe.com/stash/lprhem/rhem_final_0009.png
http://scibbe.com/stash/lprhem/rhem_final_0010.png
http://scibbe.com/stash/lprhem/rhem_final_0011.png
http://scibbe.com/stash/lprhem/rhem_final_0012.png
http://scibbe.com/stash/lprhem/rhem_final_0013.png
http://scibbe.com/stash/lprhem/rhem_final_0014.png
http://scibbe.com/stash/lprhem/rhem_final_0015.png
Well, nothing except this pesky side-trip to KALES's Office, anyway.

Brickroad
03-04-2009, 10:54 PM
http://scibbe.com/stash/lprhem/rhem_final_0017.png
Remember this machine? We were supposed to bring the letter back here once we found all the pieces. Having shuffled hundreds of metric tons of water around, and meticulously programmed a dozen radio antennae, and adjusted iron gates, and carefully tweaked doors and pathways, and took note of obscure colors and symbols and numbers, and ye gods what else... we're finally ready to complete our mission.

http://scibbe.com/stash/lprhem/rhem_final_0018.png
http://scibbe.com/stash/lprhem/rhem_final_0019.png
Placing the four letter pieces into the machine, closing the door, and then pressing the button gives us a printout. It's a copy of the letter for us to keep:

http://scibbe.com/stash/lprhem/the_letter.png
tl;dr: "RHEM is over! Please buy RHEM 2, coming soon!"

I won't make any excuses for this letter or the many, many lapses of judgment its author must have had while constructing it. I'll just let it speak for itself and get on with things.

http://scibbe.com/stash/lprhem/rhem_final_0020.png
That just leaves this button. Now that the letter's printed it should actually do something.

http://scibbe.com/stash/lprhem/rhem_final_0021.png
A key! And not just any key; one of those cool old-timey keys like you get in Zelda! This is literally the only inventory item in the game other than the note, and it's pretty obvious what we need to do with it.

http://scibbe.com/stash/lprhem/rhem_final_0022.png
http://scibbe.com/stash/lprhem/rhem_final_0024.png
http://scibbe.com/stash/lprhem/rhem_final_0025.png
http://scibbe.com/stash/lprhem/rhem_final_0026.png
http://scibbe.com/stash/lprhem/rhem_final_0027.png
http://scibbe.com/stash/lprhem/rhem_final_0028.png
Surely you remember this room? With the giant keyhole?

Brickroad
03-04-2009, 10:55 PM
http://scibbe.com/stash/lprhem/rhem_final_0029.png
The key's a perfect fit.

http://scibbe.com/stash/lprhem/rhem_final_0030.png
The gate rises!

http://scibbe.com/stash/lprhem/rhem_final_0031.png
And look: a fresh railcar, prepped and ready to go! Finally, we can get out of this place!

http://scibbe.com/stash/lprhem/rhem_final_0032.png
http://scibbe.com/stash/lprhem/rhem_final_0033.png
http://scibbe.com/stash/lprhem/rhem_final_0034.png
The game ends the way it began: with a car ride away from RHEM. Are our adventures behind us...? Or are they only beginning?

http://scibbe.com/stash/lprhem/rhem_final_0035.png

That's the end of RHEM! The game actually gives you a copy of the letter in .doc format with instructions to print it out and mail it to the game's publisher, but I have no idea what happens if you do this:

Dear friend, I appreciate that you have taken the letter to my brother to your world. Please, print and send it to the following address: GotGameEnterteinment, PO Box 1251, Weston, CT. 06883, USA. Please don't forget to put the return address on the envelope! I thank you very much and hope that one day our paths will cross again. Yours, KALES

This LP went just about as well as I'd hoped. I figured a good amount of people would read and keep up with it, but a handful of superstars would actually step up to solve puzzles. Thanks a lot, superstars! I probably wasn't as attentive with the LP as I should have been, but you now how VAMPIRE HUNTING can get. I think the fact that I had to run all my screenshots through a bunch of Photoshop macros before I could use them kind of soured me on updating too, but only for those gargantuan updates when I went into a new area. The write-ups were actually pretty easy once I got into a groove.

If you enjoyed this LP at all, and it looks like RHEM is the type of game you would enjoy, please purchase RHEM 2 and/or RHEM 3. They are both made by the same man and are every bit as devious and brain-stumping as the original. RHEM 4 is apparently a lock as well. (Hey, maybe we could Fun Club it?) Anyway, supporting Mr. Müller is absolutely something you should do if this LP made you hot and bothered. He really is an evil genius.

Thank you all for letting me do another Let's Play, and thanks especially to those who got their hands dirty solving it all. I'll see you guys back here in April for my next scheduled LP!

Adrenaline
03-05-2009, 09:42 AM
That was quite a mindbender. Thanks for showing it to us.

Red Hedgehog
03-05-2009, 11:55 AM
Yeah, this was really great. I kind of wish I'd had the time to sit down and figure out the puzzles. But because I didn't, I can actually play this myself and still be challenged!

SilentSnake
03-05-2009, 12:16 PM
(Hey, maybe we could Fun Club it?)

Ahem. This is probably not the best place to suggest this if you want results.

But noted.

Kirin
03-06-2009, 07:51 AM
Huzzah. Sorry I ran out of time for contributing after the first few puzzles, but I kept following along 'til the end. Good stuff.

Merus
03-14-2009, 06:42 AM
I stopped following this LP, but only because you convinced me to buy Rhem for myself. And so I did.

All 3.

You rolled a critical convince, sir!

Brickroad
03-14-2009, 09:17 PM
I stopped following this LP, but only because you convinced me to buy Rhem for myself. And so I did.

All 3.

You rolled a critical convince, sir!

Kick ass!