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Runes of Eridu:-  All those cryptic symbols from which to choose from... and if I screw up three times, the puzzle is reset and I have to start all over again. Maybe I should pause and reflect for a moment. (yes, that was a clue) Those figures in the top area do look somewhat familiar. Should be as easy as 1-2-3. H-m-m-m-m. 

Hall of Hidden Links:-  The object here is to determine what some of the objects have in common. Like, say, the statue and the table, which each have four legs. Or the brush and the hammer, which each have handles. Or the quern, (which is used for grain) and the... Am I rambling?

Day and Night:-  You are faced with 6 disks, 3 white and 3 black. The problem is that they must get to the other side of the board via the little slab of wood in the middle. No problem, but wait, the black ones will eat the white ones if you leave more black on one side than white. So it looks like you have to constantly make sure that there are even amounts of black disks and white disks on either side at all times. The first thing you should do is try to get two black disks on the right side while the slab is on the left side ready for passengers. This may require more than one trip, and returning back and forth a few times, but I think you can do it!

Hall of the Sun:-  This one requires that you push all of the little balls of $@&% into the little hole at the bottom of the game. Looks easy, and it is, except for that group of little balls of $@&% at the top. You can't back em up if they get pushed into the wall so you have to be careful when pushing them around. Start by getting all the balls in the centre top portion of the puzzle in the hole first, then go to the balls in the centre lower portion. From then it's a cake walk to clear the left room and the right room. Step carefully!

Harmony of Hassuna:-  This requires that you first find the five pieces of the puzzle which are scattered throughout the structure. They are easy to find though. The five pieces fit together to form a perfect square. The small square piece is the upper left part of the square. By clicking on the pieces, you can turn them until they line up where you want them.

Girsu Gates:-  This is the classic one where you arrange the tiles to form a design. But there are four colours, so which object goes where? Well, they are all round objects, and the first thing you should do is look for the tops of the round objects. Some of them have the tops and the bottoms of two different objects on the same tile. Makes sense that these two coloured objects are stacked on top of each other, no? Hint, the yellow object goes by itself on the right side of the puzzle. OK, that's enough, go get 'em.

Parity of Jalam:-  Now you get to play engineer. You are to get equal amounts of water into each "field". A field consists of a groups of four tubes, which are divided into units. There are three groups in all. Don't worry about getting the individual tubes equal, your job is to divide the water equally amongst the fields. Hint: first count the total amount of units of water possible. Divide this by 3, which is the number of fields. The resulting number tells you how many units of water you need per field.

Court of Convergence and Utsavah:-  This one's pretty easy, just slide the blocks around until the design on them matches the design underneath. Really pretty simple. Honest.

Values of Al-Jabara:-  This one was a real brain-bender. You are shown symbols and need to discover their numerical value, from 1 to 10. Two of them are given to you (in easy mode) and the rest are, well, a guessing game. First assign a letter to each symbol. Par example - The round figure with no design make "a". The one that looks sort of like a wagon wheel make b . The pac-man looking object make "c" and so on. Now notice that the only object that doesn't have any other figures next to it. It obviously is a number that can't be divided by any other number. The only one I know of is the number one. Knowing that the pac-man figure is one and you are given two other values, should make it easy to figure this out. If you're still stuck, e-me for the values of the numbers. Try it first though.

Ganj Dareh:-  The object here is to flip the squares so that when you add the columns, rows, and diagonal rows, they will all equal the same number. If I give you the answer, it will not be a challenge for you, but if you want the answer, simply delete every other letter in the following word, and that is the number you need to make all the rows, columns and diagonals equal.

Memory of Bandahm:-  Let your kid do this one. Go get a coke or a beer, come back in five minutes, and it'll be done. Simply flip the tiles to reveal the design, drag them where you think they go, and if you're correct, they will stay turned over. Doesn't take a team of wild horses to figure this one out.

Hall of the Nightsky:-  You are faced with a board on which are located several blocks with designs on them. The idea here is to drop the blocks into the corresponding slots at the side of the board. To get the levers to move, just click on them. To move the blocks, drag them where you want 'em. Pretty easy.

Turning of the Divasah:-  This one would be hard to try to explain easily, but here goes. What I did was to turn the first lever and jot down which tiles it turned. Then I turned the second lever and noted which tiles that one turned, etc. etc. There are several levers that turn only one tile and the rest are linked and turn two tiles. Get those which are linked to others to match, and then turn the unlinked tiles to match those. The object here is to get the same design all the way around the wheel. Doesn't matter which design, just match 'em. Told you it would be hard to describe.

Wheels of Time:-  Looking down on this puzzle you see a large wheel in the centre surrounded by six smaller wheels with a round wooden apparatus in the centre. To your left are no fewer than twelve levers, which when clicked on, cause a white ball to be deposited on the wooden apparatus. To your right is yet another handle, which when clicked on causes the whole mess to turn, with wheels going in different directions. Sheesh! What the...! Elementary my dear Watsons and Watsonettes. The object here is to place all 12 of the round balls on the small wheels in such a manner that the large wheel can turn without the balls ever being directly opposite any balls on the wheels next to it. O-o-o-o-k! Each wheel can hold only two balls, pretty much destroying your theory that you can put six balls on the first wheel and the other six balls on any other wheel. About the only clue I can give on this one is the fact that when completed, each wheel has it's limit of two balls on it, and that the balls on each wheel are sitting next to each other. (there are no spaces between the balls on any of the wheels) Trust me, this can be done.

Horses of Asvah:-  This was a pretty fun puzzle. You are shown a puzzle where each of the nine squares have partial pictures of horses on them, differently coloured. The object is to arrange all of the squares so that the colours and directions of the horses line up with each other on each of the squares. Looks pretty random until you notice that at least one of the horses is heading in a different direction than the other horses of that same colour. For example, all of my red horses faced east and west except for the tail end of one red horse which faced north. I realised that since this was the tail end of a red horse, and that I didn't have the front end of a red horse that headed north, this had to go somewhere on the top of the puzzle. The next time I played the game from the beginning, the same puzzle had two clues like this, the tail end of a red north-bounder with no front end of a red north-bounder and the front end of a blue east-bounder with no rear end of a blue east- bounder to match it up with. This told me that the red north-bounder had to go to the top of the puzzle and that the blue east-bounder had to go to the left side of the puzzle. Make sense? If you study your puzzle, you'll probably see what I'm talking about.

Ruma Bowls:-  Try to get all of the beans into the large bowl at the right. The rules are simple. Choose any bowl to start. Both beans will be removed from that bowl and one bean is put into each of the following two bowls. Your next move must be from the bowl that received your last bean. If your last bean lands in the big bowl, you can choose any bowl for your next move. As your clue, in the room of the Values of Al-Jabara, there is a drawing of this puzzle on the wall as soon as you enter. One of the bowls is coloured blue, I believe. This is your starting point.

Leap of the Locust:-  Hopscotch is the name of the game here. I'll give you a pretty good head start on the solution. Assume that the holes are numbered 1-9 starting from the upper left hole and circling to the left (counter- clockwise) Click on the following holes, regardless of whether they are occupied or not. 6-4-3-5-7-8-6-4-2-1-3. That should be a pretty good start. 

Watery Chaos:-  What you have to do here is arrange the tiles so that each design on a tile pairs with the same design on the adjacent tile. Heres a clue. In the group of 4 tiles to the left of the puzzle, the centre designs are suns. The group of tiles in the centre of the puzzle are 8-sided circular thing-a-ma-bobs.

Path to Utsavah:-  You notice several squares with one, two, three, or four designs on them and what appears to be your goal in the lower right corner. Using the compass, choose a square you wish to go to. Since your beginning square has one design, you can go only one square right or down. If you choose to go down, you will land on a square that has two designs, telling you that your next move may be two squares down or right. (you can only go right since you are on the far left edge of the playing board). Wherever you land there are designs which tell you how many squares you next move must be. Try to get to the goal. Hint, the example I just gave you is the correct path. There are only nine moves to complete the puzzle. Try working it backwards!

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