The two become separated at this point and find themselves on an apparently uninhabited planet – Sam lands in an aerial "city" made up of tethered balloons or airships.
Once in Matia's Zone, the characters must work together to solve the final puzzle and escape the planet – and find the answer to the riddle of the missing Argilans.
Gazebos, tentacles, elevators, benches, curly stone formations, and plants are all over the place, and some of the villagers' houses bear things outside of them such as pools of greenish liquid, gourds in boxes (which seem to also grow on the living island walls), pillows and pottery, or bee-like insects swarming around odd, tuber-like structures.
His mission log is revealed in the DVD version, and during Hannah's tour, Tomlin appears as a Matia ghost, explaining that Living Ships can be operated via coordinates on special plaques.
Dr. Mainey points out that the base appears to be "deliberately cut off", causes unknown, but perhaps done by a collapse in the temple structure, evidenced by broken architecture near the edge.
At one end of the temple is a room with candles, a mural with what seems to be a Chinese or Buddhist human, and two stone tablets with images of a wasp (like the one from Hannah's starting area) and an ornate pattern with the Argilan number "9" in its center.
The second floor of the temple is quite sparse, containing nothing but a safe holding a detalion (glass in a metal circle, and also a vague reference to the game's company) with Living Ship coordinates for Matia's Zone.
The temple's center contains a staggering amount of rain water engulfing the floor (if there ever is or was one), a strange wicker bridge, and a massive statue of what resembles a football player from the famous Heisman Trophy perched on a chair above a lotus flower.
Copying this event opens a staircase beneath a large flower petal, done via a pipe in the water connected to a grinder speaker.
The lowest area of Bosh's tunnels, first discovered by Hannah, who notes that it resembles a "major population center", appears to be merely a construction site for more ritual objects.
Only three objects have been fully constructed: A dusty footlocker (which cannot be opened in-game, but its insides viewable in one of its trailers), a black stone statue with a built-in lamp, (which Sam connects his detalion to.)
Next to Hoviz' log is a large device shaped like a musical instrument, which, after pressing gold tabs with the same markings from each compass in a unique pattern, it seems to suck blue pearls used as money from the atmosphere through the horn's coils.
The bottommost level shows that the wall with doors and watchtowers is actually a massive hydroelectric buttress dam, with pipes and water valves here for maintenance.
Perched on a landing in this room is a device where two wooden cards can be placed, which, after moving its sliders, reveals the combination to the dam's maintenance doors.
A village titled "Matiani" by Dr. Santos, reached by a strange double drawbridge, contains no people, but instead uses the entrances on each house as portals to shift dimensions, each, when demonstrated by the player, splits the veils of reality between Sam and Hannah bit by bit, until, by nightfall in completion, Sam/Hannah loses radio contact because he is now completely out of phase with him/her.
A clue here is revealed by staring at the dam's top after shifting: Twelve lit towers in between the now lighted sentry posts in a unique pattern, requiring to be entered into the mechanical computer on Bosh.
In the DVD version of the game, another village house which is larger than the others, perhaps a living quarters for the former guards, can be accessed from the main elevator, but its door is always locked.
Underneath this is a button between the pipes that opens or closes the top of this egg, a large radio dish, and a coordinate plaque arch meant for the Balloon to approach here.
When Sam or Hannah follows those instructions and uses information from Bosh's computer, the top of the seed can fully open, revealing a large metallic sphere, which is presumably the true Wanderer.
Pressing of that button activates shields of green glass and blasts the island out of the water, turning it into a rocket for Earth and revealing a glowing white object with a fish-like tentacle protruding from it, holding a semicircular fin made out of the same material as the sails.
It seems that this ship is more active than the others in the area where it is found, as in the DVD version, it occasionally makes short surface rumbles which jiggle the lights for a few seconds.
Placing the right amount and sequence of lenses in the scope reveals a watchtower in Matia's harbor flashing a bulb under it in a way reminiscent of Morse code.
All this forms one of two puzzles, required to have the guard flashing the bulb to raise a docking ring and let the Living Ship extend its main tentacle so that Matia's Zone is reachable.
A blue button activates this, but if invalid coordinates are entered in the DVD version, the blimp malfunctions and hangs over the ocean landscape surrounding the Living ships.
Market research firm PC Data reported North American retail sales of 17,528 units for Schizm during 2001,[8] and another 30,298 during the first six months of 2002.
[9] According to LK Avalon, it sold above 250,000 units worldwide by the end of September 2002;[10] in early 2003, DreamCatcher announced sales of 150,000 copies in North America alone.
[20] Similarly, the editors of GameLive PC named Schizm their second-place pick for the best adventure game of 2001–2002; first place went again to Exile.