Alzara and his 1st Vision (deep-dive interpretations) *spoilers*
***Some Mid + Late Game Puzzles Spoiled Below.***
And, as it was foretold,
I am awakened at the sound of a dropping coin.
You find yourself
face to face with the great Alzara.
And... I suspect you wish me
to look into your future.
The image is becoming clear...
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Who and what is Alzara?
Alzara - the Soothsayer of Aries Court
The Blue Note in the Rumpus room is our only direct information about the true Alzara.
Alzara, being a Soothsayer (with Sooth coming from the Old English word soð, meaning Truth) likely is always speaking some form of truth.
Aries Court is the original court of Castle Orindia, where he would have worked for King Oris or his bloodline. For those that don't remember, Aries Court is also the room past the chess puzzle, where the Key of Aries is collected.
And a prophecy that "did not come to pass" during one's lifetime, is not inherently an untrue prophecy.
Ejera definition (see appendix 2 at the bottom)
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Alzara the Automaton
The description of the Rumpus Room says:
"...and a mysterious antique fortune telling automaton named Alzara."
A. Alzara's spirit inhabits this machine. (The movie Big is likely an inspiration in any case, which features an actual magic fortune teller automaton name Zoltar, so this option is a possibility for the game, and maybe the only explanation for how Simon is seeing actual visual hallucinations.)
However - the Blue Tent note refers to the "Real Alzara" so this is likely not him.
B. The words and visions are hints programmed by Herbert and possibly Randolph Moore, and the visuals are displayed on the front of the glass or projected onto a smoke that comes out of the machine.
C. Only the words are programmed, and the visuals are what Simon is imagining.
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Music
The dramatic and quite emotionally evoking track that plays during the cutscene is named "Vanitas"
Vanitas is a Latin word meaning "emptiness" or "futility". It is a genre of symbolic still-life art—popularized by Dutch masters in the 16th and 17th centuries—designed to remind viewers of the transience of life, the inevitability of death, and the worthlessness of worldly pleasures.
An extremely dark term when applied to the idea of seeing the future, in a game where your mother is missing and possibly dead, no other characters (aside from pets) can be interacted with, no definitive answers or finality are truly arrived at, and the tyranny of Fenn Aries is still quite strong and your future seems locked inside this manor endlessly searching... it all seems a bit grim.
Not to mention the "still-life, death-related art" in relation to a mostly motionless automaton of an old dead prophet.
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Prophecy #1
A:
The image is becoming clear...
B:
I see a boy,
a boy standing on a shore of white sand.
C:
He is looking for something...
...something he was told he would not find.
D:
I see a black cat tied to a red flag.
E:
I hear the wind blowing
but the flag does not stir.
F:
I see...
...a door marked by a rogue moon.
A door that is always locked,
yet has no key...
G:
It is the door you have been searching for,
yet, will not find.
A lost room beyond the dark waters...
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The image is becoming clear...
Viewed from above, Simon is holding the blueprints (with Entrance Hall displayed) standing upon an "ashen" shore. Not much needs to be said here.
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I see a boy,
a boy standing on a shore of white sand.
Visual - Simon Holding the default floorplans with the Antechamber and Entrance Hall visible. Standing on the white sand with dark waters, facing towards Castle Orindia.
Interpreted - Simon is seeking something, not only Room 46. The sand is directly linked to the sand of the safehouse entrance and its dark waters which happens to lie extremely close to the actual ruins of Castle Orindia.
This image implies, with Castle Orindia in the distance, that Simon is seeking his birthright, his legacy, and in a more child-like and basic sense, the safehouse, which represents the fate of his mother.
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He is looking for something...
...something he was told he would not find.
Visual - The white sand shore is littered with artifacts: Picture frame, Knight's Armor, Candelabra, Box with a Jewel, Vases, possibly a chess piece base. In the distance is Mt. Holly. And the left and right side are buildings or Orinda Aries, you can see the black Orinda sigil presented as 3 windows on the fallen building to the left, nearest to us.
Interpreted - All of the artifacts are located within Mt. Holly Estate. At this point you are unaware that some are tied to puzzles, and others not. You also don't realize that Mt. Holly is the site of the original Castle Orindia yet. The ruin of this scene represents the ruins of Orindia in the wake of Fenn overthrowing them.
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I see a black cat tied to a red flag.
Visual - A reddened sky, with reddish tall spires of rock coming up from the white sands. A Black Cat lying down in a patch of dark ground and tied to a Red Flag of Fenn Aries.
Interpreted - The lighting is quite similar to Curse mode, and it's fitting that the cat would not be walking if that were the case. The most basic interpretation is that the Cat is the Black Orinda Aries, which has succumbed to the Red Fenn Aries, and the people are passive, and are tied or "cursed" with this way of life.
A deeper interpretation is that the cat IS Herbert.
Even the Sinclair household has the "berry picker" as its crest and within the logo Mt. Holly and the layout of the microchips, and on the dining room chair backs, and upon the Basement Key. Herbert is a man who is cursed to stay in his place, stepping out of line will mean death.
Herbert is literally referred to as "The Cat" in the Garage note and the related phrase "The Mice Will Play" is a shortened version of the phrase "When the Cat is away, the Mice will play"
The Cat is away when Herbert goes on his trip, and the employees that setup the Speak Easy named it "The Mice Will Play" and they use the Distillery to make and sell Moonshine during this time.
Mt. Holly, which has Castle Orindia below it, sits like a black patch of ground within the Red Realm of Fenn Aries. (much like the cat in the image lies on a black patch of land, within a red area)
It's also established that Herbert is not leaving Mt. Holly "I am too old and too stubborn to ever leave this place" he writes to Mary in the drawing room letter. He is willing to make efforts in assisting her and Simon, whatever he can do without leaving Mt. Holly to assist her, and without showing himself as a traitor.
The fact that there's another missing letter that he left out in the orchard where it could easily be disposed of, might have shown some information that he didn't want you to know. That he's at least to some degree, subservient to Fenn Aries, as this picture seems to display.
Fenn Aries stands tall like the spires in this image, rising from the ash and soot of the ground that Herbert lies on.
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I hear the wind blowing
but the flag does not stir.
Visual - the flag is rigid and still, with no sign of wind
Interpreted - The wind blowing is likely a metaphor for the Children of Black Water who are attempting to rise up against the nation of Fenn Aries. It is a small but extremely meaningful effort they have made to steal the crown. But Fenn's flag has not been changed by this wind blowing.
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I see...
...a door marked by a rogue moon.
A door that is always locked,
yet has no key...
Visual - A unique door, with carved designs and a prominent Isseclipse symbol, which features the planet's Rogue Moon (small circle) which orbits the eclipsed Devoted Moon the large crescent.
Interpreted - At the base level, this door seems like it represents Room 46.
Which indeed is "always locked" by the antechamber door and "has no key".
However, this door in the vision represents much more:
- The antechamber door displays the Inneclipse, while this door shows Isseclipse.
- The Room 46 door is not this design at all.
- This door is shown in a place that doesn't even have a door, and is linked to your mother's fate, at the Safehouse.
There is a lot of imagery when it comes to this moon.
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Inneclipse imagery
Aside from the classroom map displaying both eclipse moons, which is the primary cue to the player of the importance of this concept. ALL "gameplay" instances of a moon (with a small rogue moon upon it), are Inneclipse.
And therefore, the basic goal of the entire game (and the Sinclair family) seems to be:
Focus North within the Estate.
Even the Inner Sanctum floor says Ovinn Nevarei ("Towards a new future in the North")
But there is an entire other side to the game, and philosophy to the game.
After Room 46, you are essentially seeking the lore of the Epsen and Sinclair families through Mary and Auravei.
You hardly even focus on going north to Room 46.
And this Isseclipse image in Alzara's sequence is subtly suggesting that North isn't the only answer.
The Southward philosophy of Tonda himself, as well as Mary + the Epsen's is essentially:
Do not simply do what is expected of you.
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Isseclipse Imagery
ALL moons outside of the gameplay, or hidden moons... they are ALWAYS Isseclipse.
-There is in fact a hidden Isseclipse moon behind the Orinda Aries sigil in the secret garden.
-Tonda wears the Isseclipse because it represents being true to yourself, and not conforming to the rules given to you.
-The Achievement "sticker" for room 46 is doing the same suggestion as the Alzara vision.
-The trunks, and the man on the map hold a similar Isseclipse with No Rogue Moon, perhaps it's a 3rd version of the moon that was used in the past, and serves some other symbolism.
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Inn-, Iss-, and the 2 families:
As mentioned earlier, Herbert Sinclair is tied to the Manor, and in a way to Fenn, but more importantly, to having structure, following the rules, a symbol of Order. (while Mary and the Royal Family in Eraja have tried to stay true to themselves, and are seen as symbols of Chaos)
North is linked to the Sinclair family:
-Auravei's Inneclipse Necklace,
-Room 46 is to the North.
-The Inneclipse symbol is on the Atelier and Antechamber doors.
-The Inner Sanctum floor says Ovinn Nevarei ("Towards a new future in the North")
South is linked to the Epsen family:
-Her mother, Clara Epsen's Bedroom is drafted from a South-facing door.
-The Tomb letter from Clara to Mary saying Oviss Nevarei ("Towards a new future in the South")
-Her royal family bloodline had to flee to the Southern realm of Eraja.
-The Southern Eclipse door in Alzara's vision is on the safehouse, which links directly to Mary.
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Swans + The South
Mary and the Epsen Family are also linked directly to Swan imagery.
-Her family Crest has a Swan.
-Mary is almost always seen wearing a Swan necklace
-Clara Epsen has a swan umbrella in her room.
-Trinsdale Lake, where she disappeared, is described in the Reddington Guide as seeing "gliding swans".
-The photo in the Office of Mary contains some obscure but compelling references to a "Swan". See this Swan post
Therefore, the phrase "Southward I see a Swan" is double reinforced imagery regarding Mary, Eraja and the Epsen Family.
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It is the door you have been searching for,
yet, will not find.
A lost room beyond the dark waters...
Visual - The white shore, similar to that outside of the Safehouse, is visible here.
Interpreted - On the surface, this seems like Alzara is taunting you, claiming you won't find Room 46.
At the next level of analyzation, he might be suggesting you'll never find place he is showing here.
Lost Room beyond Dark Waters could also mean:
"The Throne Room, located past Blackbridge Grotto"
Since a grotto is primarily used when referring to a watery cave, and it's very dark in there, that is until it's basically swimming with blue lights.
The deeper message here is, Simon is a young boy, who lost his Mother. The doorway you are really seeking throughout this game leads to her. A door that should be on the Safehouse. In fact, a Safehouse without a door is extremely unsafe, and when the reservoir is full, it would theoretically flood that area. But either way
The door that leads back to your mother, is a door you will not find.
She is "a lost room" to you, after coming to this Safehouse, which is literally "beyond the dark waters" of the reservoir, but also, lost to you when she became a member of the Children of Black Water.
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What you have heard here has been foreseen
by the great Alzara.
Until the dawn of the following day,
I will have nothing more to say.
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***Appendix 1: The Clock Tower Note and its color coding
This first vision of Alzara alongside the Clock tower note, both use an overwhelming amount of similar terminology, and both contain a visual image of the Orindia Sigil.
I don't really understand why they are correlated, as the Clock Tower Note feels more like an unsolved puzzle, where Alzara's vision feels like it's hinting to the early player with some subtle themes and late-game concepts, while sounding like it's taunting them with the grand mysteries that will be used to find Room 46.
WHITE (south)
Southward I see a swan - Mary is the swan who potentially headed South to Eraja, but her fate is unknown.
Ashen like sands of the shore, - The shore of white sand, outside the Safehouse, leads you to the details of your Mother's fate, and is the closest you can get to actually reaching her.
All of the imagery in these lines points to White, despite Eraja being the Purple Realm.
GREEN (west)
Carried by westwardly winds, - I have to admit, I don't know the full implications of what westwardly winds implies. Nuance is to the west, and is the only "Windy" realm, and is the Green realm.
RED (north)
Rogue like the moon of the north. - The small Rogue Moon is shown as a Red gem in the Moon Pendant, but also the North (Sinclairs) seem tied to Fenn Aries. And may be cursed (like the cursed red mode) to live in Mt. Holly (red holly berries in the logo), and like the cursed Picker of Red Berries, Jesper, as their crest depicts.
BLACK (east)
Eastward I see a crow, - This is a very interesting line. Crow is the name of the Black Cat (who is being added into the game in v1.10) And Herbert also seems to be referred to as a Cat.
And in the same way that Lady Epsen's room can only be drafted facing south, Herbert's Master Bedroom can only be drafted on the East wing. This seems to imply that Herbert and Mt. Holly (which is directly east of the Grand City of Fenn) are linked to the color Black, which makes a lot of sense considering it's location over the Castle.
And while Herbert was not strong-willed enough to place the blackprints of Orindia within Mt. Holly, he was certainly willing to let you find them and pursue the rebuilding of the Orindian Realm, as your mother would have done.
Dark are the days coming fourth. - Dark seems to relate strictly to Orindia in this case, Blackprints, Dark Waters of the Reservoir which hid the Children of Black Water, those attempting to take Fenn out of power and restore Orinda Aries, and the actual Ruins of Orindia Castle are hidden below ground in the Dark.
Veia and Draxus are the only other "dark" themed ideas that aren't strictly Orindian, that I can think of.
"the days coming fourth" is a very puzzling play on words. This and the fact that the first letters of the note spell SACRED (possibly relating to different angels, and maybe linking each color to a different one) has been an endless challenge to the most diehard puzzle solvers in the community.
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***Appendix 2: Ejera definition
(The era that Alzara was exiled)
Ejera is an unknown era, somewhere between the First Era (Ajera) and Fifth Era. (likely an earlier era since it applies to the Aries Court, so I assume 2nd or 3rd)
Ej is seen in 2 other places.
- Final Exam (question 40) asks, "What is the Erajan word for House?" The incorrect option B is "Ej". This gives us no real clue.
- On the Ettsphere map - "Ejsei" is one of the seas which lies encircled between 3 realms. This placement has many speculate that Ej means Inner / Middle, and therefore the Era would be Middle Era, similar to the Middle Ages.
- Ejsei could also mean Next Sea, as in next sequentially, or with a twist on the words, next-to or bordering, since it touches so many realms.
- Ejsei could mean Confined sea.
- Ejsei could tie into Children of Black Water, or "dark waters" as mentioned at the end of this Alzara vision. Therefore Ejsei could be the Black Sea or Dark Sea.
So, Ej could possibly mean Inner, Middle, Next, Bordering, Confined, Black, or Dark.
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Je is seen in 3 places
-Je Ari Yenna (bust in Foyer)
-Kaitlin Je Ari (article in locked Archives drawer)
-"Your name is Je Ari" (translated from Clara's Tomb Letter "Uldjorjeari")
A royal family name used in Eraja, since the name is connected to 3 different people of royal descent that we know of.
Based on the results of the Ej assumptions above, Je could mean Outer (which some interpret as Exiled), Previous, Solitary, Free, White, or Light.
Therefore, Je Ari Yenna = Outer Ari Ruler, Exiled Ari Ruler, Previous Ari Ruler, Solitary Ari Ruler, Free Ari Ruler, White Ari Ruler, or Light Ari Ruler.
Ari most closely resembles Aries, and in my opinion Aries means "Realm" or some equivalent. Aries may be used to refer to the entire Realm, while Ari may refer to an individual.
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To summarize:
Mary is of Je Ari descent, she is trying to steal back the Crown of Orinda Aries for her exiled people, the previous royal family of Orinda Aries, also referred to as simply the "Aries Family" according to the Key of Aries description.
So Je Ari Yenna, could mean Exiled or Previous Orinda Aries Rulers. I feel that these 2 options are the most likely translations of all.
(technically Ej = Black and Je = White would work here too.)
Most likely definitions:
Ej / Je = Inner (or Middle) / Outer (or Exiled/Outcast)
Ejsei = Inner Sea, Ejera = Middle Era (Middle Ages), Je Ari Yenna = Exiled Aries Ruler
or
Ej / Je = Next (or Bordering) / Previous (or Solitary)
Ejsei = Bordering Sea, Ejera = Next Era, Je Ari Yenna = Previous or Solitary Aries Ruler
or
Ej / Je = Black / White
Ejsei = Black Sea, Ejera = Dark Era (Dark Ages), Je Ari Yenna = White (Ashen or Swan) Aries Ruler