 by Alexander
Tait |
Nacah (Virtue Games/Bible Games
Company, 2001) 28 January 2002
|
Nacah is the brainchild of
one-man team Monte Cheyenne Wofford, a multi-instrumentalist and
visionary. His vision was to develop an adventure game with a Christian
ethic and he succeeded: Nacah is his labor of love. It has been released
with the tag, “the Biblical alternative to Myst” and those who enjoy
Myst-like games will find a game quite similar to the original Myst both
in presentation and content. The game is a first-person slideshow of
pictures with occasional grainy QuickTime movies we have come to expect
from adventure games. The end island and the second last chamber show more
potential graphically. Other areas look dull and dated. The game has the
same vagueness that Myst had: you are in a place for no apparent reason.
The goal is merely to get to the end. There are no interactive characters.
A couple of the puzzles are somewhat unique not merely because of the
Biblical content. Where this game is significantly different is that it
requires that the player have a Bible (preferably a King James version
with an index). Hints are provided in the form of Biblical references. The
sound is easily the highest quality aspect of this game. It could easily
have come from a big budget game like Riven. The user interface is a
little different and awkward: it is impossible to load a game from within
the game itself. The player must quit the game and reload from the
desktop. Otherwise the point and click interface is the same as Myst. Two
areas that caused me no end of frustration were a “dead end” and an error
in the booklet that made solving one puzzle impossible until I contacted
Cheyenne. Be sure you watch the making of the game, where he demonstrates
his ability with several different musical instruments and talks about the
tribulations he had creating the game. It’s worth the price of admission
just to see the effort he’s put into the game. Overall, I would recommend
this to any Myst-phile or anyone who feels they have tried everything:
using the Bible for hints is a novel idea that has not been considered
before. The game is available for purchase from Cheyenne’s website (http://www.virtuegames.com/) or
Bible Games Company (http://www.biblegamescompany.com)/.
NOTE: There are six pages to
find in this game that contain all the names of the books of the Bible. In
order to win the game, you must find all six. It is possible to get right
to the end with none of them!
Introduction
The game begins
with a short video showing a door opening and closing. You are in a very
dark cave.
Cave 1
Turn around. Read the
passage: “And God said let there be”. The answer is, of course, “light”.
Click on the letters underneath the quotation to spell “light”. Then click
on the word. The room magically lights up. Turn around again. Go forward
toward a raised bridge.
Bridge
Turn left. Get the key off
the wall. Turn around. Head back to the quotation.
Cave 1
Turn left. Use the key to
open the door. Go in.
Room
Read the book
on the table. The number required to lower the bridge is found in John
21-the number of fish the fishermen catch. The answer is 153. As you leave
this room the light switches off. Go back to the bridge.
Bridge
Turn right. Click on the box
to get a close up. Click on the numbers 1, 5, and 3. Click on the switch
that comes out of the box. The bridge lowers. Go across the bridge. It is
dark at first but slowly lights up.
Cave 2
You hear the bridge raise
again by itself. Turn around. Look up. Take the key from the raised
bridge. Turn around. Go forward. Turn left. The clues for this puzzle are
a calculation:
|
Methuselah’s age |
969 |
|
- Days of Jesus fasting and
temptation |
- 40 |
|
+ Adam’s age |
+ 930 |
|
- The number of times 1000 is
used in Revelation 20 |
- 6 |
|
+ 1 |
+ 1 |
|
TOTAL |
1854 |
Turn around. Use the key in
the lock. Click on the panel. It spins around revealing some numbers.
Select “1” from the left hand numbers, “85” from the middle numbers, and
“4” from those at right to make 1854. Turn around. Look at the puzzle
again. Take the key.
Go up to the door. Turn left.
Take page 1 (with the fish on it). It contains a list of some of
the books of the Bible. There are five other pages to find also. Turn
right. Use the key in the door. It opens. Go forward to the elevator
room.
Elevator Room
Look up to see an elevator.
Turn left to see a shelf of three buttons with a chain beyond it. Turn
left to a plaque. Click on it-it changes to Psalm 34:14. The reference is
to the word “peace”. Turn back to the buttons. Click on the left one
twice, the middle one twice, and the right one three times. Turn back to
the plaque. The word “peace” shows now. Click on the button underneath and
the elevator is lowered. Go in.
Elevator
Switch on the power (at top
left). Pull the lever to be taken up. Exit to another cave.
Cave 3
Turn left. Take the scissors
and the red square (no, it’s not a visual artifact!). Turn right and look
at the note. It contains three references corresponding to three buttons
to power the outside generator: Mark 4:6, Acts 1:8, and Luke 1:35. Only
the second and third quotations make reference to “power”, so the first
switch must be off and the others on to power the outside generator. Turn
right-the outside generator is off and won’t switch on. Open the door at
left. Go down into a passageway.
Passageway 1
Follow the passageway outside
to a dock leading to an island. Follow it to the island. As you go up the
stairs, be sure to pick up page 2 (with an X on it) from under
platform. Continue up. Take the key off the girder. Also up here is a
switch with three slots under it. These cannot be used yet. A cable car
sits next to the switch. Sit in the cable car and note three quotations.
Return to the cave. Be sure to pick up the yellow square at right just
before leaving the dock to go back in.
Cave 3
Use the key on the locked
door. Enter a corridor.
Generator
Corridor
Follow the corridor. Be sure
to examine the paper on the wall on the right. It relates to the elevator
and contains three references: Job 1:22, Luke 17:24, and John 1:51. The
John reference refers to up and down movement. Neither of the others does.
Therefore, the third switch is the important one for powering the
elevator. Take note of the diagram at the bottom of the page also.
Continue to the end of the corridor and the water power generator. At this
time, the elevator needs to be switched on. Ensure the top switch is in
the up-down position. Ensure the left-hand switch on the second row is
also in the upright position. The right hand switch must be in the
left-right configuration. The left lower switches can switched any way, as
they don’t come into play. Ensure the first two switches on the right hand
side are in the left-right position and the third switch is up-down. The
elevator is on. Return to the elevator.
Elevator
Get in. Click on the switch.
You are taken up to the sundial room.
Sundial Room
Enter the room. Read the
quotation on the paper on the wall-2 Kings 20:10. This tells that the
“shadow go backward ten degrees”. Close up on the sundial. Click the
middle button once and the right button once. Back away. Turn left. Get
the green block.
NOW, HOLD YOU HORSES!
Cleverly, there is another puzzle to be solved relating to the sundial.
This time move the sundial so that the shadow is two steps from extreme
right. Back away. Turn left. A lit up thumb points upward. Click on it.
Hop in the elevator.
Elevator
Switch on the power. You go
up to a tiny room. Get page 3 (it has a circle on it).
Descend back to the cave and return to the generator.
Generator
Corridor
Now that you have completed
the necessary tasks using the elevator, switch the power over to the
outside generator. Ensure the top switch is up-down. The left switch on
the second level should be in the left-right position. The right one
should be upright. As before, the third row of buttons on the opposite
(elevator) have no influence and can be in any position. The first on the
left should be left-right. The other two must be in the upright position.
Return to the cave.
Cave 3
Turn right. The outside
generator button should be lit. If not, return to the generator and fix
your mistake! When correct, go to the island.
Island
NOTE: Before going up in the
cable car, be sure you have three pages of Biblical books: one with a
fish, one with an X, and one with a circle. If you don’t, you can’t win
the game.
Switch on the cable car
power. Place the three blocks in the slots below the switch: green, red,
and yellow in descending order. A clue for this was the quotes in the
cable car: Psalm 23:2 (“green pastures), Proverbs 23:31
(“red wine”), and 1 Peter 1:7 (“gold”). Go in the cable
car.
Cable Car
Click on the lit thumb. You
are transported to the top of the hill on this island.
Top of the Hill
Exit the cable car and peer
through the telescope. A sailing boat passes trough your field of vision.
Turn around. There are three buttons in a girder above you. Click on each.
Turn around. Four Biblical quotations have appeared in response to the
buttons: Matthew 15:9, Acts 27:6, Matthew 8:23, and Hebrews 3:12. Only the
second and third quotes make reference to a boat. Switch off the first and
fourth buttons. Return to the cable car.
Cable Car
The downward-pointing thumb
is lit. Click it and arrive on another island.
Island 2
Go forward into a cave.
Ensure you pick up page 4 (one with three lines on it). Go up to a
door. Knock on it and it opens. Enter a lavish chamber.
Chamber 1
Turn right and take page 5
(one with a square on it). Exit through the right hand door. Enter a
corridor.
Corridor
Follow the corridor as it
ends in an alcove. Take the key on the shelf. Examine the Bible table of
contents. Use the scissors to cut a flower and take it. Get the box
under the table. Return to the chamber.
Chamber 1
Use the key on
the purple door in the middle of the wall. You are presented with a Bible
quiz. You must choose all the books of the Old Testament in order. You
have five seconds to choose each (which is plenty of time to look at the
table of contents in a Bible before responding!). The books in order
are:
Genesis
Exodus
Leviticus
Numbers
Deuteronomy
Joshua
Judges
Ruth
1
Samuel
2
Samuel
1 Kings
2 Kings
1
Chronicles
2
Chronicles
Ezra
Nehemiah
Esther
Job
Psalms
Proverbs
Ecclesiastes
Song of
Solomon
Isaiah
Jeremiah
Lamentations
Ezekiel
Daniel
Hosea
Joel
Amos
Obadiah
Jonah
Micah
Nahum
Habakkukuk
Zephaniah
Haggai
Zachariah
Malachi
PHEW! The bad news is the New
Testament books are still to come. You can have a breather at this point.
When you are ready, the books of the New Testament are:
Matthew
Mark
Luke
John
Acts
Romans
1 Corinthians
2 Corinthians
Galatians
Ephesians
Philippians
Colossians
1
Thessalonians
2 Thessalonians
1 Timothy
2 Timothy
Titus
Philemon
Hebrews
James
1
Peter
2 Peter
1 John
2 John
3
John
Jude
Revelation
Once you have completed this
task, the door opens. Use the box on the ground in front of the door to
get a step up into a passageway. Once you use it, the box magically
disappears!
Passageway 2
Follow the
passageway to the end. Get the key there. Return to the
chamber.
Chamber 1
Use the key on the left hand
door. Enter yet another passageway.
Passageway 3
At the end of the passageway,
knock on the door to be let in another chamber.
Chamber 2
There are four metal consoles
in this room that contain a down arrow and a right arrow. Push the right
arrow and an image appears on the wooden screen above. The task is to
match the image to one of three Biblical quotations, accessed by pushing
the down arrow. The answers are:
Console 1
(plant):
Jonah 4:6
Console 2 (book)
Revelation 10
Console 3
(fish)
Matthew 17:27
Console 4
(ant)
Proverbs 6:6
Be sure to place your flower
in the urn between consoles 3 and 4. It spontaneously grows into another
plant. Cut one of these flowers and take it. Pull the door handle on the
wooden door. It rises and reveals another chamber.
Chamber 3
A coaster cart is the only
point of interest here. It is secured with two ropes. Use the scissors to
cut the ropes. Enjoy the ride. Get out in a passageway.
Passageway 4
Follow the passageway
outside, across a bridge to a third island.
Island 3
Go straight across to a pine
tree on a finger of land jutting into the sea. Turn around. Get page 6
(with a tree on it) from behind a nearby tree. Go up to the
cabin.
Cabin
Read the note. Hopefully, you
have all 6 pages or else you aren’t going to see the ending. The
solution to the dock puzzle is in Revelation. Take note of the letter
representations. The solution is a number: 144,000. This translates to
AWWZZZ using the code.
Turn around and approach what
looks like a car radio. Push the button. A voice asks for the pages in
this order:
FISH
SQUARE
X
LINES
CIRCLE
TREE
At this point,
it asks for the flower. Put it in the slot also. The voice reveals the key
to the dock puzzle is at the tree. Return to the pine tree.
Tree
Look up. Get the carefully
concealed key. Go to the dock.
Dock
Use the key in the top of the
puzzle. A click tells you it’s open. Push on the three buttons underneath
to change the letter configurations behind you so that they read:
A-WW-ZZZ, to match the code given on the paper (each button corresponds to
a block of letters). Click on the code word. The dock elongates. Get on
the boat.
Boat
Go forward. You sail away. To
be continued… (The game is due to be continued in “Derek”).
(29)
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