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- "Buried in Time" walkthrough
-
- GENERAL NOTES:
-
- "Buried in Time" (BIT) has several variations of play. There is
- Adventure mode, which is the default and requires the player to
- play through all aspects of the game himself. There is an
- optional Walkthrough mode, which simplifies the game by
- eliminating some puzzles (and the objects that would have solved
- them). Walkthrough mode also provides an additional hint or two
- at the beginning to get the player started. In addition to
- these play modes, the player can obtain a "helpmate" at one of
- the game locations that will furnish color commentary during
- play, and will provide hints at a point penalty. This
- walkthrough will be for Adventure mode, and will make the
- personality available to you as soon as possible - I think it
- makes the game much more enjoyable.
-
- There are three rules I use in adventure gaming:
-
- The first rule of thumb is LOOK EVERYWHERE, EXAMINE
- EVERYTHING. It seems tedious to look up and turn in all
- directions, look down and turn in all directions, and then look
- forward and turn in all directions every time you take a step,
- but you'll miss something sometime if you don't. I got badly
- hung up two times by getting sloppy. As it is, I've still
- missed 1 puzzle and 6 research points, as noted below. I'm
- going to skip that in my descriptions, but you'll want to follow
- through when you play yourself - there are animations scattered
- throughout the game, as well as historical insights and Easter
- eggs; you'll want to see them, and you just may stumble across
- those points.
-
- Second rule - PICK UP EVERYTHING that isn't nailed down.
- You'll probably find a use for it later. There were only two
- items I didn't find a use for, and they may have been intended
- for that puzzle and points I missed.
-
- Third rule - SAVE OFTEN, and KEEP MULTIPLE SAVE GAMES.
- There's nothing more frustrating than finding that you are
- trapped somewhere, and you just wrote over the save game that
- had you safe only two steps before. I have also found that a
- couple of times, the game has ignored input or not finished an
- animation to present me with a critical object. Saving and
- restoring the game seems to give it the kick it needs to jar
- things loose.
-
- All movement instructions will be given as "Go XXX". Directions
- will be given in initials for brevity - U D L R F A for Up Down
- Left Right Forward Away. Away means click on a portion of the
- screen to 'put away' or 'move away' from the object you're
- currently looking at. I'll separate them with dashes for better
- readability.
-
- You should note that the walkthrough is not 100% complete.
- During the course of the game, you must collect evidence to
- exonerate you of the crime of tampering with the past. There
- are 4 major pieces of evidence, and 7 supporting pieces. There
- are also 20 puzzles to solve, and 15 research points you can
- obtain. I managed to miss 1 puzzle and 6 research points. As
- the game does not report your scoring unless you finish or die,
- it is hard to tell where points are accumulated. If anyone can
- round out the walkthrough by identifying what is missing, please
- contact me and I will add it in with full credit to you.
-
-
- INTRODUCTION:
-
- You are Gage Blackwood, Agent 5 of the Temporal Security
- Agency. It is 2318, and you have just solved the plot against
- time shown in "The Journeyman Project", and been hailed as a
- hero. As you get up one day, a ripple appears and your future
- self, in a much advanced time travel suit, tells you that you've
- been framed for tampering with time. He tells you that he's
- "hidden more information inside you." Your future self
- transfers his suit to you, and surrenders to capture by the TSA
- agent who pursued him. Your suit automatically cloaks to hide
- you during the capture, then jumps 10 years in the future to
- Gage's apartment.
-
-
- GAGE'S APARTMENT:
-
- Before you forget, pull up your Files biochip and review any
- information you haven't already read in the game manual. Pay
- particular attention to the TSA agent profiles. They're the
- only ones who could travel through time to plant evidence
- against you - one of those pieces of trivia could be vital!
-
- You may also want to examine the descriptions of all of your
- bio-chips, so that you are familiar with what each one can do
- for you.
-
- Go F-L to place yourself in front of the china cabinet. There
- are figurines based on "The Journeyman Project" on one shelf,
- and one of them represents Agent 5. Your future self said he
- had hidden information in yourself, so move the cursor over it
- and click to examine it. Note that the cursor changes to a
- magnifying glass when you move it over an object you can
- examine.
-
- The view zooms in to a closer look at the figure. Move the
- cursor over it - it becomes a pointing hand to indicate you can
- activate/interact with it. Click, and the message left for you
- by yourself plays. There are hints on how to proceed, and why
- you've been targeted.
-
- Move the cursor off the figure until it changes to an arrow
- wrapped over itself. Click, and the view will pull back to
- normal (This is 'Away').
-
- Go R-F-F-F-F-R-D. This places you in front of Gage's desk.
- Click the magnifying glass cursor on the desk to move closer for
- a look. There are several objects to examine. Click on the
- papers on the left of the desk. They will pull up, and your
- view window will be filled with text. In each case where you
- read papers, the cursor will change shape to allow you to scroll
- through the document. An eye with a down arrow scrolls down the
- page; an eye with an up arrow scrolls back up. A book with a
- right arrow turns the page; a book with a left arrow turns the
- page back. A curled arrow puts the document away.
-
- Read all of Gage's notes. There are hints that forebode the
- problems you now face, and notes on problems Gage encountered at
- a couple of time jumps. There's also a broad hint or two about
- how to solve one of them.
-
- After you put the papers down, click the magnifying glass on the
- object that looks like a drumhead (trampoline?) on the right.
- It turns out that this is a future answering machine. Click on
- the buttons on the left edge to play back each of your
- messages. The info seems to be all background noise, but you
- never know when it might come in handy. When you finish with
- the messages, use the curled arrow to back up to normal view.
-
- Go U-R-F-L-F-F-L-D. This places you in front of the door to the
- enviro-projector room. The door shimmers and disappears as you
- look down, and the forward arrow becomes available.
-
- Go F-R-F-R-D. This places you in front of a pair of seats, with
- a round object sitting in one of them. Move the cursor over it
- and it becomes a hand, indicating you can pick it up. Click to
- pick up the remote control. The hand closes and the object
- takes on a more 3-D shape. Drag the remote to the left side of
- your inventory window and release the button to put it in your
- null-space pocket. This is one of the items that I didn't find
- a use for; you might, and besides, it was a good chance to show
- you how to pick up items. You might get in the habit of
- clicking on the magnifying glass in the middle of the inventory
- list to get a description of the object. Click on the rotating
- view of the object, the magnifying glass again, or one of the
- directional arrows to dismiss the item description and get your
- viewscreen back. Note that you can use the up and down arrows
- in the inventory list while in 'describe' mode to scroll through
- the descriptions of the items in your inventory.
-
- Go U-L-F-L-D. This places you in front of the enviro-projector.
- Click on it to sit down in front of it, then click with the
- magnifying glass to move in for a closer look. You can drop an
- environment cartridge in the center section to view it (if you
- had one). The button on the left allows you to view
- pre-programed backdrops. The button on the right pulls up the
- Interactive News Network (INN). Review all the information in
- all four stories carefully. Some of this is vital as to what
- has been done and why. (Also, the game will not let you jump
- anywhere until you view all four stories.) Note the commercials
- in front of most of the stories. Following the principle of
- "pick it up if it isn't nailed down', write down the order codes
- for all products. Some of them may come in handy. Note also
- that the INN stories have hypertext links in the text sections
- at the end of the story. Click on highlighted words (just like
- Windows help files) to receive additional information on that
- topic. I totally overlooked this, and missed a vital piece of
- information needed later in the game.
-
- View and read everything, then exit the news menu. Go F to
- stand up in front of the projector. Go R-F-F-R. Wait for the
- door to shimmer away, then Go F-R-F-F-F-L-F to place yourself in
- front of the replicator panel for your kitchenette. Here you
- can order and receive the items you saw in the INN commercials.
-
- Press the Power button, then the Menu button. Skip the
- auto-chef, as it will never dispense anything for you. Choose
- ShopNet, then enter one of the product codes you recorded from
- the commercials. You can either use the cursor and click on the
- number buttons on the side of the display, or just type them in
- from the keyboard. Note that you can only order one of any item
- at one time; also, you may only have one of any item in your
- inventory at one time. If you need more than one of an item,
- you'll have to use it up and come back to get another one.
-
- Order the translator chip and the Cheese Girl. Both are vital.
- If you want, you can order the music video sample on environment
- cartridge, and then trudge it back to the projector to view it.
- I know of no other use for the cartridge.
-
- Exit ShopNet and then touch Post Box. You can obtain the items
- delivered to your postbox by clicking on the appropriate menu
- items. Each item is replicated separately, and you should pick
- them up to put them in your inventory list.
-
- Check out the description of the Cheese Girl. It produces a
- pressurized stream of cheese, and should not be used in
- zero-G... But Gage needed a propulsion source at the space
- station, and noted he had found a "cheesy solution". Bingo!
- This is what we need for that puzzle.
-
- As the space station holds our erstwhile companion, and he
- spruces up the game quite a bit, let's go retrieve him first!
- Pull up the Jump chip, select Jump Menu, and select Farnstein's
- Lab from the list (click the radio button to highlight it). You
- must read the mission briefing before the chip will let you
- jump, so click the Mission button and review the information.
- Then get back to the jump menu and click Jump to leap through
- time to the station.
-
-
- FARNSTEIN'S LAB (Arthur):
-
- Just as Gage's notes described, your jump coordinates were wrong,
- and you are stranded in zero-G outside the station. Note that the
- suit automatically begins using your oxygen reserve. You will
- receive warnings periodically as the reserve dwindles. If it gets
- too low, you can use your Jump chip's Recall function to jump
- back to the apartment (or, you can hang around, run out of air,
- and die).
-
- The Cheese Girl is your salvation here. Drag the object out of
- the inventory window and drop it at the left edge of the view
- window. The presurized cheese squirts out, and gives you enough
- momentum to send you spinning up against one of the station's
- hatches. This consumes the Cheese Girl; it automatically
- disappears from your inventory. (If you used the Cheese Girl
- near the center of the view window, the thrust will move you
- AWAY from the station.)
-
- The hatch you rammed into is sealed by globules of seal-foam.
- Go D-L to look down the open corridor. Go F-F-F-F-F to reach
- the "Capacitance Array" hatch. Touch the hatch to open it. Go
- F-F to reach the "Docking Bay" hatch. Touch it; it will not
- open until the pressure is equilized - there must be some way to
- do that in here. Go L-U to see a view of the inside hull.
- There appears to be a darkened screen there. Go F to get to it.
- Touch the screen to bring up a diagram of the station. Click
- the cursor on the sections to identify them, and note which are
- pressurized and which are not.
-
- Touch the section of the diagram representing the Capacitance
- Array, and the station will attempt to pressurize the area. An
- alarm sounds, and the computer announces that something is
- blocking the hatch to the "Habitat Wing". Go A-U-R-F to return
- To the Docking Bay hatch, then Go R-R-F to return to the Habitat
- Wing hatch. There is a metal bar in the hatchway. Pick it up
- to remove the obstruction.
-
- Go R-R-F-L-U-F to return to the control screen. Touch it again
- and touch the Capacitance Array portion of the diagram to
- pressurize the room you are in. You will now be allowed to
- enter the Docking Bay.
-
- Go A-U-R-F to return to the Docking Bay hatch. Touch it to open
- it. Go F to enter the Docking Bay.
-
- The gravity generators in the bay are out of whack, so you will
- have to take an indirect route to reach the passage on the other
- side. This is essentially a maze, and I think there are dead
- ends you can't escape from, so save your game in case you flub
- the following pattern of steps. Go R-F-R-F-L-F-L-L-L-F-R-R-F-
- L-F-R-F. This gets you to the other side and leaves you facing
- the "Sensors" hatch. Touch the hatch to open. Go F.
-
- You are greeted by the ship's A.I., Arthur. Go F when he
- invites you to. He will introduce himself, and ask if you will
- permit a detailed scan of your suit and records, as he can't
- talk to you directly. Answer "Yes" by touching it on the
- screen.
-
- After the scan, Arthur will suggest that you take a copy of him
- with you - the original will die with the station, so history
- will not be changed by this. (That blank bio-chip came in handy
- pretty quickly, huh?) Answer "Yes".
-
- Go R-R to face the "A.I. Nexus" hatch. The section is actually
- detached from the station, but overriding and blowing the hatch
- will expell you to the other hatchway. Go U, and examine the
- override panel. Enter the code Arthur gives you into the panel.
- When it opens, touch the handle to blow the hatch. After your
- brief flight, touch the A.I. Nexus hatch to open it.
-
- Once inside, there is a short puzzle to solve. Three red dots
- appear above three green ones. These need to be exchanged to
- open the cover to Arthur's core. This is an old puzzle - you
- must play "leapfrog" with the dots by touching them in the right
- pattern to arrange them. A dot may only move into an empty
- hole, or jump over a single dot of the opposite color to wind up
- in an empty hole. If you flub the pattern, the puzzle will
- reset so you can start over from scratch.
-
- After you solve this, Dr. Farnstein's recording will play, and
- Arthur will transfer a copy of himself to your blank bio-chip.
- You may now pull Arthur up like any other chip, and he has Help
- and Comment functions. Arthur's comments are frequently funny,
- and often very informative. His Help function was less useful
- for me - each hint costs 50 points, and often didn't tell me
- anything I hadn't already figured out for myself. Arthur will
- also occasionally offer color commentary without being
- prompted.
-
- After the transfer, you are trapped in the A.I. Nexus. There is
- nothing to do but jump out. Contrary to Arthur's preference, I
- recommend finishing with the station, as it is the simplest of
- the time zones. You need to jump back to where you first came
- in, but you'll have to go home to get another Cheese Girl first.
- Pull up the Jump chip and hit the Recall button.
-
-
- GAGE'S APARTMENT ("refuel"):
-
- You should get in the habit of pulling up Arthur's biochip
- display as soon as you arrive somewhere. He'll frequently have
- helpful (or not helpful, but funny) comments for you. To get
- from here to the kitchenette, Go F-F-F-F-L-F-L-F. Get another
- Cheese Girl from ShopNet. Pull up the Jump chip and prepare to
- jump back to Farnstein's Lab (read ahead a little first).
-
-
- FARNSTEIN'S LAB (completion):
-
- You should be aware of a couple of things before jumping back:
-
- 1) When you revisit a time zone, you are returning to the exact
- moment in time you originally arrived. Therefore, everything
- is reset to its original condition, except for items you
- previously removed. Those remain in your inventory, and can
- not be found in their original locations. Also, Arthur
- remembers what he's already commented on, and does not offer
- the same comments again.
-
- 2) You are now under the gun - your air reserve is limited, and
- you do not have time to review the comments Arthur offers
- through his comment button. You really don't even have the
- time to listen to his extraneous comments. Keep plowing
- onward, or you'll run out of air.
-
- (You might consider running through as much as you can to
- obtain the information Arthur offers, jumping back to the
- apartment just before you run out of air, and coming back
- to finish the job. This walkthrough will just plow on
- through.)
-
- 3) I will save you some backtracking and take you directly where
- you need to go - if you go on, you will discover that the
- section you need to visit is depressurized, so you'll have to
- jump back and start by pressurizing the area. We'll skip
- some steps and do that first.
-
- Okay, push the Jump button and use the Cheese Girl again after
- you arrive.
-
- Get back to the Capacitance Array, and the atmosphere control
- panel - Go D-L-F-F-F-F-F. Touch the hatch, then Go F-F-L-U-F.
- Use the control panel as before, but pressurize the Biomass
- section of the station. Do NOT pressurize the Capacitance
- Array, or you won't be able to leave it.
-
- Go A-R-U-F-R-R-F. Touch the hatch, and Go F-F-F-F-F-F-F to
- reach the "Atmosphere Mining" hatch. Touch the hatch. It will
- not open at first, but Arthur will issue an override, and the
- hatch will part to allow you to enter the elevator to the
- asteroid. Go F, then touch the button labeled with green text
- to ride the elevator to the tram inside the asteroid.
-
- The elevator ride is pretty quick. Go R-R-D to view the
- elevator hatch. Touch it to open it. Go F, then push the up
- arrow on the tram controls to ride it into the center of the
- asteroid.
-
- You are running dangerously low on air, but luckily there is a
- recharge station here. Since you've represurized the Biomass
- section, you'll have to replenish its supply before it can
- recharge you. Go R and examine the control panel sticking up on
- the left side of the railing. Touch "Run Mining Cycle" to
- extract ice chunks from the asteroid. After watching the
- process, Go L-D to turn back to the control panel and examine it
- again. Touch "Run O2 Extraction" to remove Oxygen from the ice,
- then Go A-R-R to face the recharge station.
-
- Examine the recharge station and touch the nozzle on the right
- to replenish your suit's oxygen reserve. Note that this station
- also has an H2O drain.
-
- Go A-R-R-R to face the tram controls, then touch the up button
- again to take the tram to the elevator on the other side of the
- asteroid. Go R-R twice to face the elevator. Note that there
- is an object of some kind on the wall inside the elevator. You
- need that later.
-
- Go F to enter the elevator, and press the green-labeled button
- to ride it down to the other side of the station. On your way
- out, pick up the object; Go D-R. Grab the object (an empty
- water container). Go R to face the hatch, and touch it to open
- it.
-
- Go F-F-R-D to reach the "Biomass" hatch. Touch it to open it
- and enter the area. This area is now pressurized, so your
- oxygen reserve is recharged and you can spend as much time here
- as you want.
-
- Arthur points out the sculpture that was tampered with. As it
- happens, that is the one you are currently facing. Go F-F-F-L
- to examine it. Your Evidence chip detects a temporal anomoly;
- pull up the chip and activate the Locate function. Move your
- cursor around the screen until it changes from a box to a cross
- - this indicates that the chip has located the item it should
- record as evidence. Click to record the evidence.
-
- In this case, the evidence is not recorded, as the alteration
- cannot be detected until the sculpture is properly triggered.
- Arthur notes that the sculpture will only respond to a specific
- harmonic resonance. Is there anything around to produce that?
- Go D, and examine the equipment attached to the left of the rack
- the sculpture is mounted on - a harmonic resonator! Press the
- green button to test the current frequency indicated on the
- display. It will return "Negative Response". Move the cursor
- to the dial, and click when it changes to a right pointing
- arrow. This will rotate the dial and change the frequency.
- (This is rather sensitive; the arrow may change to a curly arrow
- when you least expect it.) Keep testing frequencies until you
- get a "Positive Response".
-
- Go A-U. While your Evidence chip is selected, touch the
- sculpture again. It will morph into a different form, and the
- chip will recognize this as the temporal anomoly and
- automatically record it. The game also notifies you that you
- have located the source of the anomoly and can leave at any
- time. This is true, but there is something else you need to do
- to be prepared for another time zone, so don't jump out yet.
- Press Review to look at the catalog of recorded evidence, and
- click on the thumbnail of the evidence to see the commentary on
- what it is and why it is an anomoly.
-
- You can explore the station to your heart's content from this
- point on (until you have to jump out for lack of air, of
- course). You can come back as many times as you want. You
- shouldn't bother trying to visit Arthur again unless you are
- curious - the copy of Arthur you are carrying with you will
- become increasingly nervous about the rammifications of meeting
- himself, and will activate the Jump Recall for your own good
- before you can reach the Sensor bay.
-
- Before you go, you need to return to the recharge station and
- fill the water container you found. Assuming you are still
- facing the sculpture, Go L-F-D-F. Touch the hatch to open it
- and exit to the corridor. Go L-F, touch the hatch, Go F. Touch
- the green button, Go R-R-D, touch the hatch. Go F, touch the
- down button, then Go L-L-L when the tram arrives at the center
- of the asteroid.
-
- You are now facing the recharge station. Examine it, then drag
- the water container to the blue valve. Turn the yellow valve to
- fill the container with water, then drag it back into your
- inventory. You now have everything you need from the station
- (unless you want to look around), so we'll jump out from here.
-
- The next likely spot is Chateau Gaillard. Some of the puzzles
- in the game require objects from other time periods, so we'll
- have to backtrack a little. The Chateau is as good a spot as
- any to continue. Pull up the Jump chip, select Chateau
- Gaillard, read the Mission Briefing, and hit the jump button.
-
-
- CHATEAU GAILLARD (hammer):
-
- As the paper in Gage's apartment noted, someone screwed up
- "royally" and gave you coordinates right in front of someone!
- "Luckily" (for you anyway), the guard is immediately killed by
- an arrow, so time was not altered by his seeing you.
-
- Following your new habit, pull up Arthur's chip. He has help to
- offer, but it isn't really useful and costs 50 points. Ignore
- it, but watch for Arthur's comment button to light up as you
- look around. Press it for interesting historical commentary.
-
- Go F-D to examine the dead guard. The second rule says, "If it
- isn't nailed down, pick it up", so drag the arrow in his back
- into your inventory. It'll come in handy later.
-
- Go U-R-R-F-F-F-F-D-F to climb down the stairs to the first
- landing. (There are other landings in this tower, but none of
- them have any doors you can open. Arthur's comments are
- interesting, and there is a guard at the bottom landing with his
- back to you. You can turn around and leave without rousing him,
- but if you accept Arthur's "help" comment, the guard will
- overhear him and turn around and kill you... Some help! <g>)
-
- Go U-L-F-R to face the door to the battlements inside the
- castle. (The other door on this landing will not open.) Touch
- the door to open it and Go F.
-
- Go R-F-F-L-F-R-D. This will take you to the 'toilet' that some
- resourceful Frenchman used to break troups into the castle.
- They left their grappling hook behind, so take it. Go
- U-R-F-R-F-F-R. This places you at back the corner of the
- battlement where you came through the door.
-
- Go F-F-F-F-L. This puts you at the corner of the battlement.
- DON'T get impatient here - wait for a catapulted boulder to come
- crashing through the wall. If you step forward too quickly,
- it'll take YOU with it! Go F-R-D-F to climb down to the ground
- below.
-
- Go R-F to reach the door of the Smithy. Touch the door to open
- it, and Go F to go inside. Go R-D to discover a hammer in the
- corner. Pick it up; we need this in another time zone. We also
- need something from another time zone to finish the Chateau, so
- to avoid further backtracking, we'll jump out from here.
-
- Pull up the Jump chip and select "Da Vinci Studio". Read the
- Mission Briefing and Jump to the site.
-
-
- DA VINCI STUDIO:
-
- After you arrive, Go L-L-D, and touch the balcony key to unlock
- the door. The key automatically goes into your inventory. Go U
- and touch the door to open it, then Go F. You see a sillouette
- in the other tower, and your Evidence chip automatically records
- that fact - there ISN'T supposed to be anyone else on the
- grounds at this time of night!
-
- Go R-R, touch the door to open it, and Go F to return to the
- inside of the tower. Go D to look at the gapping pit at your
- feet - this is one of Da Vinci's elevator shafts, and the
- platform is at the bottom. Do yourself a favor and don't step
- into it, okay?
-
- Go U-R-F-L-F. This puts you in front of a panel with two levers
- and some Latin writing on it. If you can't read Latin, pull up
- your Translate chip and Activate it. Move the cursor over the
- words to read the translation in the message window. These set
- the elevator to Lock/Unlock, and Up/Down. Set the levers to
- Unlock and Up. Go D and touch the wheel to winch the elevator
- up to your level.
-
- Go U-R-R-F-R-F-R-F-R-F. This puts you in front of one of Da
- Vinci's uncompleted paintings, and the Evidence chip detects an
- anomoly. Go L-L-D to face the anomoly - a detailed smudge made
- in red paint (a footprint made after stepping in a spill
- ,perhaps?) Pull up the Evidence chip and select the Locate
- function. Move the cursor over the smudge and click to record
- the evidence.
-
- Go U-F-F-L-L to face the elevator. Go F-D-R to enter it, look
- down at the turnstyle, and position yourself to turn it. Touch
- the wheel to crank the elevator down to ground level. Go U-R to
- face the doorway (in this lighting, a featureless black area in
- front of you). Touch the door to open it, and Go F to enter the
- grounds.
-
- Go F-R-F-F-R-D. This places you near the gates to the grounds,
- and a coil of rope on the walkway. This is needed elsewhere, so
- pick it up. The doors in front of you are locked, so don't
- bother with them. You can follow the walkway around to the
- other tower, but the door to it is also locked, so you will need
- to explore Da Vinci's workshop for other means of climbing to
- the top of the tower.
-
- Go U-R-F-F-R-F to reach the door of the workshop. Touch to open
- it, and Go F to go inside and escape those interminable
- crickets! Go F-L-F-L-F-F-F-R to enter one of the nooks in the
- workshop and face part of a device Da Vinci was developing.
- Pick up the 'wheel assembly' and then examine the diagram
- underneath it. The translate chip will decipher the writing for
- you, and give you an idea of how many pieces you need to
- collect.
-
- Go A-D-L. There are pegs on the floor; these are needed to hold
- the components of the device together, so pick them up. Go L
- and note the bench-like object in front of you. This is the
- "jig", and will receive the pieces you collect. Based on the
- diagram, the only other piece you need is a "gear assembly".
-
- Go U-L-F-F-F-F-L-F-R-F-R. This takes you to the other nook in
- the workshop, and in front of the gear assembly you seek. Pick
- it up.
-
- Go R-F-L-F-R-F-F-F-F-L-D to return to the jig. Drag the wheel
- assembly onto the jig. Notice that you cannot drop the assembly
- until it is correctly positioned at the front of the jig (the
- end with the shield built on). Notice also that when the piece
- is correctly positioned, its icon switches to tilt to the left -
- this is how the game lets you know you're in the right spot with
- the right object. Drag the gear assembly onto the jig. Drag
- the pegs onto the jig. Try to pick the device up, and the game
- will tell you it is 'unstable'. Drag the hammer onto the jig,
- and it will hammer the pegs securely into place. You may now
- pick up the "siege cycle" you have just assembled.
-
- Go U-L-F-F-L-F-F. This puts you in front of a small desk and a
- small cabinet on the wall. You can use your translate chip to
- read the sign on the cabinet. Then, Go D and examine the
- diagram on the desk. You cannot translate the text, but it
- appears the device you are finding pieces for will allow you to
- climb up a rope launched by a large catapult. You can probably
- use this to get up to the second tower...
-
- Go U-L-F-R-F-L-F to reach the door to the courtyard. Touch the
- door and Go F to enter the courtyard, and be greeted by those
- NOISY crickets again! There is a lot to examine in the
- courtyard/testing grounds, but let's get straight to the
- catapult we need.
-
- Go R-F-L-F-R-R-F-F-L-F-L-F-R-R-D. This puts you at the base of
- the catapult. There is a handle here you should turn to pivot
- the catapult so it is facing the tower. Go U-L-F to mount the
- catapult and sit in front of the controls. The two dials
- control vertical and horizontal aiming. Line the crosshairs up
- with the balcony on the tower (nine times to the right and down
- twice) and pull the lever in the center to launch the grappling
- hook. You will automatically dismount the catapult and step
- over to the side after you successfully make contact with the
- hook.
-
- Go L-F-L. Drag the siege cycle and drop it on the wires - I
- notice that in this case, the icon does NOT tilt to indicate it
- is in the right place. <Grrrr...> Touch the cycle to climb up
- into it. Go F to pedal the cycle up to the tower and climb off
- on to the balcony.
-
- Go F-F-L to face the balcony door. Go D and use the balcony key
- you took from the other tower to unlock the door. Go U and
- touch the door to open it. You see someone jumping out as you
- look inside. You can hear something bouncing off the floor -
- they must have dropped something when you startled them. (Funny
- how they were just startled when the door opened, and not when
- you were making all that noise with the grappling hook, cycle,
- and key...) Go F to enter the tower, and the Evidence chip
- detects an anomoly.
-
- Go R-D, and pull up the Evidence chip. Use the Locate function
- and move the cursor over what looks like a dropped page of text.
- You actually find something else - an electronic camera filter!
- You CAN'T leave this behind to be found - pick it up. Since it
- was obviously useful to your culprit, it might be useful to you.
- Click on the lens icon in your inventory list to mount the lens
- on your camera. (You can click on it later to dismount it, but
- it isn't doing any harm, so you might as well leave it
- installed.)
-
- Go U-F to reach a desk full of documents. The Evidence chip
- detects another anomoly - better check for it. Go R-D to face
- the notebooks. Examine them until you find one the Evidence
- chip recognizes as an anomoly and records it. You'll find that
- your Translate chip cannot decipher Da Vinci's documents - it
- can read Latin, but is not equiped to recognize the mirror Latin
- that he wrote in.
-
- You'll also note that the altered document is the "Codex
- Atlanticus". It has writing that can only be detected by the
- lens filter, so it would never be detected by anyone not equiped
- to look for it. So, why the alteration? If you recall, the
- "Codex Atlanticus" was one of four items auctioned for high
- price to a single bidder at the Louvre. Could someone be trying
- to smuggle information by concealing it in historic objects?
-
- Your Evidence chip told you that you had found the anomoly and
- could leave, but once again, you have to collect an object that
- you'll need in another zone before you can go. Go A-U-R-F-R-
- F-F-L. This leaves you facing a cabinet. Open it and look
- inside. Take the preserved heart; you can also click on the
- floating eyeballs for a small bit of nonsense.
-
- Okay, NOW you're done here. Pull up the Jump chip and select
- Chichen Itza from the menu. Read the Mission Briefing and Jump
- once more into the fray...
-
-
- CHICHEN ITZA (medalion):
-
- Go R-F-L-F to enter the temple. Fire up your translator chip
- and read all the inscriptions at the top of the surrounding
- walls. Turn back to the dials on the back wall and examine
- them. Using the translator chip to help you read them, turn
- them to one of the ceremonial dates listed on the right wall.
- Go A-L-D, and pick up the ceramic bowl on the floor. Go U-L-F-D
- to go outside and look at the lap of the statue. Drag the bowl
- onto the statue, and begin your journey into the underworld...
-
- We're only going to go in a little bit, until we collect
- something we need elsewhere. While you're here, Go D and
- collect the skull from the skeleton at your feet. Then, Go
- U-F-D to look at the second skeleton. It doesn't have a skull
- to loot, but it does have a copper medalion by its hand. Take
- it, and we have what we came for for the time being. Pull up
- the Jump menu, and jump back to Chateau Gaillard.
-
-
- CHATEAU GAILLARD (completion):
-
- You jump back to the same instant you had before, and watch the
- guard take an arrow in the back again. What comedy! Since you
- already have the arrow, you won't find it if you examine the
- guard. We can skip some of the areas already visited, so follow
- these steps to get back onto the castle grounds:
-
- Go R-R-F-F-F-D-F to climb down the stairs. Go U-L-F-R, touch
- door, Go F to exit the tower. Go F-F-F-F-L, and wait for the
- boulder to crash through the wall. Go F-R-D-F to climb down.
-
- I'm going to save you some backtracking by taking you directly
- to the Smithy again. You'll find clues in another tower that
- would cause you to have to jump back, visit the Smithy, get
- something there, and retrace a lot of your steps. Let's skip
- all that and get right to it.
-
- Go R-F, and touch the door, Go F to enter the Smithy. Go
- L-F-R-F-R-F to reach the forge. Go D to examine the forge and
- the items around it. Arthur will provide commentary. Say, one
- of the bricks to the right of the forge is discolored, and you
- can touch it... a key mold lies underneath. That might come in
- handy... Arthur's comments said the forge was only hot enough
- for bronze or copper... and we just picked up a copper
- medalion...
-
- Drag the medalion to the pan in the forge. Touch the wooden
- lever above the forge to pump the bellows and melt the copper.
- Touch the melted copper to pour it into the mold. Then, take
- they key you've just created. Go U-R-R-F-L-F-L-F-R to return to
- the Smithy's door.
-
- Touch the door to open it, Go F-F-F-R-F-L-F-R-F. This puts you
- at the base of the moat, and your Evidence chip detects a
- temporal anomoly. Pull up the Evidence chip, then Go L-D. The
- piece of evidence is rather obvious; select the Locate function,
- drag the cursor over it, and click on it to record it.
-
- Go R. Say, you can Go F to wade under the moat to the other
- side. This puts you at the base of the King's tower. Go U to
- see a window directly overhead. That grapling hook is just the
- thing for this! Save your game NOW in case you have any
- difficulties in the near future. Drag the hook to the window
- and watch yourself throw the hook up. You'll begin to climb up,
- but you are seen by the tower guards. They'll chuck a boulder
- at you to dissuade you.
-
- As soon as your direction arrow lights up, Go F to climb the
- rope. You'll have some opposition, but you'll make it up. (If
- you wait too long to start climbing, the guards will toss a COW
- down on you! <g>) Once up top, the guards come running in to
- catch you. Your only chance is to pull up your Cloak bio-chip
- and Activate it before they get there.
-
- After the guards have left to search for you, Deactivate your
- cloak. Pull up Arthur again, just to have him handy. Go
- F-R-F-D to reach the front of the cabinet. Touch it to examine
- it, and you will discover a hidden panel with an impression for
- a key. The key is missing, but it looks like the one you just
- made... Lucky, eh? <g> Go A-U-L-L-F-F to get a closer look at
- the tapestry. You can move your cursor over it, and there's
- *something* behind it you can press. Click to press it, and an
- elaborate set of levers of some kind are tripped. Hope that did
- something useful...
-
- Go R-R-F-L-F-F to reach the stairwell. You can go up, but the
- door to the top of the tower is locked. Go L-D-F to climb down
- to the next landing. Go U-L-F to reach the door to the study.
- Touch the door, then Go F to enter.
-
- Go R-F-F-R-D to look in the fireplace. Someone has tried to
- burn a letter there! Pick it up before it's completely burned
- up. Click on the 'letter' icon in your inventory to read it.
- It is cryptic Old English, but your translator chip can take
- care of that for you. Pull up the chip and activate it, and it
- will translate each line as you move through the document.
- Sooo... there are treasures hidden in a secret chamber, and the
- "doors of the besieged castle" are mentioned. The tapestry you
- poked at had an illustration of a besieged castle, and the
- mechanism you tripped was behind the doors drawn on the
- tapestry.
-
- Go U-R-F-F-F-D. There are two journals you can read here, with
- the aid of your translator chip. They tell the tale of the
- besiegment of the Chateau. They also reveal that the blacksmith
- was caught with duplicate molds of keys used in the castle, and
- that the key to the hidden storage room was destroyed. These
- are the clues that would send you back to the Smithy to look for
- the mold and make the key we already took care of.
-
- Go U-R-F-F-D. This diagram of the castle shows a unlabeled
- (hidden?) chamber below the food cellar.
-
- Go U. You can wander around the room, but don't try opening the
- other door - it leads to the main keep, and there is a guard
- there ready to do his duty and kill any intruders. Go R-R-F-L-F
- to return to the door you came in. Touch it, Go F-F-L-D-F to
- walk down to the bottom of the tower. Go U-L-F to reach the
- cellar door.
-
- Touch it to open it, and once again you are on the heels of the
- culprit, who sees you and jumps out. The Evidence chip records
- the fact that there was another TSA agent where one did not
- belong.
-
- Go F-L-F-L-D to reach the chest the rogue agent was standing in
- front of. Try your copper key, and it will unlock the chest.
- The forward arrow lights up, so Go F to climb into the chest.
- The trigger you tripped in the tapestry opened the false bottom,
- so you climb to the storage chamber underneath.
-
- Go D-R. There are artifacts all over the place. At this
- particular spot, there is a chest you can touch to open. There
- are gold coins in there! Hey, nobody'll know if you take a
- couple, will they? It is against TSA regulations, but... the
- second rule applies here, so take 'em! Go U-R-R-F. Your
- Evidence chip beeps an alert - Go R-D to look at a collection of
- items. The previous anomolies were in items bought at the
- Louvre auction - we ought to check out the sword in the middle
- of that pile... Pull up the Evidence chip, select Locate, and
- move the cursor over the sword. Bingo! The diamond in the
- sword is much too precise for the current time period.
-
- This is all we need here. You might be a mensch and climb out
- of the chamber and close the chest behind you, so the treasure
- is not discovered by the invaders, but you can jump out right
- now.
-
- We've done everything but Chichen Itza, so there you jump...
-
-
- CHICHEN ITZA (completion):
-
- Let's quickly backtrack to where we got before. Go R-F-L-F.
- Examine the dials - they should be identical to what you set
- them to earlier, except the date has advanced. Turn the date
- wheel up one notch. Go A-L-D and pick up the bowel again. Go
- U-L-F-D and put the bowel in the statue's lap again. Go F, and
- you have reached the second skeleton you saw before. It's new
- stuff from here on.
-
- Go F-F-F-F to reach a fork in the path. You might as well take
- the one on the right - Go R-F to reach the first temple. Pull
- up your Translator chip and Activate it. Examine the glyphs
- above the doorway to learn that this is the temple of the War
- God. The glyphs above the tiki face on the right say that an
- offering is expected. Examine the tiki face itself, and see
- that there is a mouth that objects can be inserted into. What
- might please a war god? Drag the bloody arrow from the Chateau
- to the mouth and drop it. The mouth "eats" it, and the door
- opens.
-
- Save your game before entering so you don't get trapped if you
- run into problems inside. Go F to enter. The door closes
- behind you. You can open it and walk out, but then you'd have
- to come up with another offering to get back in... Look around
- - there are serpent heads in alcoves to either side, and a
- skeleton at your feet to the right. That skeleton has a skull,
- and it might come in handy, so take it.
-
- Turn to the serpent on the left and click on it. The jaws part,
- and the sound of rock grinding indicates that also did something
- else. Before the jaws close again, drag one of your skulls and
- drop it between them to hold them open. Go R, and you can see
- that the serpent is holding the door in front of you open.
- There are spears plunging in and out of the pathway, so it would
- be fatal to enter. However, maybe the other serpent can help -
- Turn to it, click on it, and drop the other skull into the jaws
- before they close. Voila!
-
- Things get much quieter as one set of spears shuts down.
- Another set is going further down the hall, so there is probably
- another set of serpents to control them. But, we're out of
- skulls! Turn to the serpent on the left and touch it to open
- the jaws. Grab the skull, Go R-F before the jaws close again
- and the door shuts on you. The timing is tricky here, so act
- fast!
-
- Note that a doorway beyond the second bank of spears closes at
- the same time as the one behind you. You'll have to find a way
- to stop the spears and open that second doorway. Go F to the
- spears, and you will find another pair of serpents. This time,
- Go L and touch the serpent, then drop the skull into its jaws
- before they close. This serpent stops the spears - what
- blissful quiet!
-
- Go R-F. The doorway is closed, so look around for something to
- help you. Some poor soul was impaled on the spears who knows
- how long ago, and his skull was severed at the neck. Take it
- and put it in the other serpent's jaws. This opens the doorway
- you came in, but not the one on the far side of the temple.
- Hmmm. It looks like we have to play "juggle the skulls". Take
- the skull from the serpent that stopped the spears. Walk back
- to the entry way. Place it between the jaws of the serpent that
- held the doors open. Return to the second pair of serpents, and
- take the skull from the one serpent and put it in the other.
- Voila! All the spears are stopped, and all the doors are
- open!!
-
- Go R-F-F-F to reach the altar of the war god. Go D, and take
- the obsidian block you find there. Go U-R-R-F-F-F-F-F to reach
- the door of the temple. Touch the door to open it, then Go F-F
- to return to the fork in the path.
-
- We may as well continue on to the next temple in line. Go F-F
- to hop the pilars and stand in front of the temple of the water
- god. The translator will identify it for you, and you can make
- an offering from the water container you filled at the space
- station. The door will open. Go F-F-F to reach the edge of a
- footbridge over a deep gorge. The entrance to the temple is on
- the other side, but it is off to the side. (???)
-
- Go F-F to walk across to the far end of the bridge. Arthur
- comments on the strange construction, and the trip across
- demonstrates that the bridge is in separate sections, suspended
- from the top... Wierd. Go R to take a look at the temple
- entrance. Seeing no way to get over to the temple, Go R-F to
- walk back across the bridge. Wait, what's that noise behind
- you? Go R-R to see the sections of the bridge swinging wildly.
- Oh - the inscription said that one had to "cross ... on the
- stepping stones of faith" to get to the temple... Hope you're
- not afraid of heights! Save your game here in case you make a
- misstep and take a dive into the gorge below.
-
- The view will begin turning to watch the section in front of
- you. When it is synchronized enough for you to step onto it,
- the forward arrow will light. You still have to time it
- yourself to hop onto the platform instead of dropping to your
- death in the gorge. I recommend saving your game frequently
- during this trek. A separate file is good for this, in case you
- get yourself in an untenable position and have to start over
- from the beginning.
-
- Once you reach the other side and your heart starts again, Go
- F-F to reach the altar of the water god. Go D and take the
- limestone block on his altar. You can either turn around and
- retrace your steps over the "bridge of death" or say "forget
- that noise!" and Jump back to your arrival site at Chichen
- Itza. Either way, make your way back to the fork in the path,
- and I'll pick up from there...
-
- Okay, back at the fork. Turn so that the war god is on your
- right, water god on your left, and unexplored path before you.
- Go F to reach another fork in the path. A temple stands
- directly ahead of you, but Go L to face the other one from this
- fork, then Go F to stand in front of it. The translator will
- identify this as the temple of the wealth god, and the note that
- all who approach must "turn their backs to worldly possessions
- and lower their heads in humility".
-
- Examine the tiki mouth and drop the gold coins from the Chateau
- into it. It will close and the door will open. Oddly enough,
- the coins return to your inventory - I guess you didn't put ALL
- of them in, but what the wealth god doesn't know won't hurt him,
- right? Go F-F-F to reach the base of a rope bridge across the
- gorge. A doorway with golden walls lies on the other side of
- the bridge.
-
- But wait! If you follow the first rule and look everywhere at
- everything, and follow the clue to "turn your back to worldly
- possessions and lower your head in humility", you will turn away
- from the golden doorway and look downward. The golden door is
- actually a deathtrap - the door will close, and will not open
- until you have rotted into a skeleton. Go R-D; notice how there
- is an extra anchor set into the stone?
-
- Drop the coil of rope you found at Da Vinci's Studio on the
- anchor, and it will be tied off on it. You may now Go F to
- climb down the rope to the REAL temple, below you on the cliff
- face. Go F-F to reach the altar of the wealth god. Go D and
- take the jade block from the altar. Go U-R-R-F-F to return to
- the mouth of the temple. Go R-U-F to climb back up to the base
- of the bridge. Go F-F twice to reach the door to the temple.
- Touch it, Go F-F-L-F to reach the door to the last temple - the
- temple of the god of death.
-
- The Evidence chip detects an anomoly. Go D. Pull up the chip
- and select Locate, then click the cursor on the untidy mess on
- the ground at the tiki's feet. The chip records the evidence -
- glass fragments not from this period. Go U, and examine the
- mouth of the tiki. It is much larger, and the inscription above
- it says to complete the pyramid - this requires the blocks you
- removed from the other three temples. Drag each to the mouth,
- and when the third is inserted, the door will open. For some
- reason, the blocks are returned to your inventory.
-
- Go F-F-F-F-D to examine the sacrificial altar. The Evidence
- chip detects another anomoly. Pull it up and do the Locate bit;
- you'll find the anomoly in the bloody pool on the left -
- synthetic blood! The altar is awaiting a bloody sacrifice -
- what do you have that might fit the bill? How about the organ
- you took from Da Vinci? Drop the heart in the bloody bowl, and
- Voila! - the Toltec ceremonial coffer bought at the auction
- appears from the other bowl.
-
- The Evidence chip pipes up again, but checking the coffer
- reveals that the evidence cannot be recorded until it is
- exposed. You're going to have to open the coffer. Save your
- game here! If you recall the historical notes, the coffer has
- poisoned needles that will kill anyone trying to open it without
- entering the proper combination on the symbols on the face.
-
- Turn on your Translate chip, and use it as you turn the symbols
- to form the combination. If you recall, the inscriptions inside
- the temple on the surface said that whoever touched the Holy
- Vessel would become... Turn the symbols to that phrase, then
- touch the right end of the coffer to open it. The Evidence chip
- kicks in and records the anomoly inside automatically. You are
- told that you can leave, but collect that rather vital piece of
- evidence first. Then use the Jump chip Recall function to
- return to your apartment.
-
-
- GAGE'S APARTMENT (review evidence):
-
- You just retrieved an environment cartridge, and what better
- place to view it than the environment projector in your home?
- Go R-R-F-R-D-F-R-F-F-L-D. Touch the projector and examine it to
- move closer to it. Drag the new environmental cartridge to the
- center of the projector control, and cartridge automatically
- begins playing.
-
- The cartridge reveals the who and the what of the plot. One of
- your fellow TSA agents was indeed smuggling information out
- through the historical artifacts - information on how to build a
- time machine! While you are viewing, the culprit jumps in and
- zaps you, saying, "Sorry, Gage, I need that back."
-
-
- CULPRIT'S LAIR:
-
- When you wake up, you are completely immobilized, while the
- villian does the obligatory service of telling you everything
- about the plot, including why YOU were framed, before
- mind-wiping you. The villian's reasoning is typically
- pudding-headed, including their actually believing their alien
- contact when told the information would be shared with others!
- Yeah, RIGHT... Arthur frantically tries to find a pathway out
- to stymie the villian, eventually succeeding with the exception
- of a password you must supply. Recall your files on this agent,
- and the one topic that was mentioned repeatedly about them.
- Enter the correct password, and Arthur leaps through the net to
- short out the villian's systems, causing a wild jump by their
- suit.
-
- Unfortunately, Arthur sacrifices himself by this act, leaving
- you without companion or hint source for the remainder of the
- game. So long, Arthur, we knew ye well... <sniff!>
-
- The power systems in the silo are completely shorted out, and
- you have no jump chip to leave, or to retrieve Arthur again.
- Start poking around. Go R-R-F-F-D. A glowing blue object looks
- promising; pick it up. It is a charged fusion generator core.
- Go U-R-R-F-D. This is an unpowered fusion generator. Examine
- the left side of the device, and press the eject button to
- remove the spent generator. Drag the burned out core to your
- inventory, and drag the charged core to the device. Voila! You
- have power again!
-
- Go U-R-R-F-F-R-F to stand in front of the plasma tool. Touch it
- to pull its control panel up. Touch the up and down arrows to
- scroll through the list of objects it is programmed to create -
- these were what the culprit used to gain access to various
- artifacts. One item is new, "transport code". Touch "Run
- Program" to temporarily create the transport code - write it
- down. Repeat the process until you have the entire code
- recorded.
-
- Go R to face the bulletin board. There is a post-it note with a
- couple of... environmental factors (?) recorded on it. Make a
- note of these. There is a black rectangle in the center of the
- board that turns out to be an INN display screen. Review the
- INN news stories for any new clues. You will discover that the
- story on the Symbiotry Technology Discussions has been altered;
- a new section has been added to the beginning, describing the
- withdrawal of one of the alien ambassadors from the talks.
- Hmmm. That might be suspicious. Page back to the text section,
- and check the hypertext link for the race of the ambassador in
- question - the Krynn. Their entry corresponds to the
- environmental data on the post-it note - substantiating your
- suspicions. Note the three digit "alien code" at the end of the
- report for future use. Exit the news menu.
-
- Go R-F-L-F-R-R to face the transporter device used by the
- culprit to transport the environment cartridge. Save your game
- here. Touch the face of it to pull down its control screen.
- Enter the transport code you recorded from the plasma tool; do
- NOT press the ENTER key when you are done. The screen will
- reply that this is a diplomatic area, and prompt you for an
- "alien code". If you had pressed ENTER earlier, it would have
- accepted that as the entry for the alien code. Enter the code
- you got from the INN hypertext link. The machine will open. Go
- F to step inside and be teleported to the alien's embassy.
-
-
- KRYNN EMBASSY:
-
- If you arrive at the other end of the teleport, and are
- completely blind and paralyzed, restore your game to the point I
- advised. The Krynn environment has different light wavelengths
- humans cannot see, but the lens filter you picked up in Da
- Vinci's Studios will allow you to see these wavelengths. If you
- had left the filter on like I advised, this would not be a
- problem, but just click on its icon again to re-attach it to
- your suit. Then, repeat the transport process to arrive in the
- embassy with full vision.
-
- If you turn around within the transport pod you arrive in, you
- will hear a warbled noise - this is Krynn speech. Pull up your
- translate chip and turn back to that position - the message
- states that your transporter is set for organic and inorganic
- matter. Good thing too, as you couldn't survive here if you had
- arrived without your suit!
-
- Go F to reach an alien console. There are a few buttons here,
- but they do nothing useful for you. Go F-R-R to face the way
- you came. A display edges into view from the ceiling; examine
- it. The translator chip will report that the readings indicate
- that the transporters to the left and right of the one you
- arrived in are set for inorganic matter only. If you attempt to
- use either, your suit will be transported from around you,
- drowning you in the Krynn underwater environment.
-
- Go A-R-F-R-F to reach a junction in the corridor. Save your
- game here. If you turn to the left, a membrane will open
- revealing a pair of aliens further down the hall. You may enter
- that hallway, which will bring you face to face with the aliens,
- and the game will essentially ignore all controls from that time
- on. This is a bug; the game should actually show you a "you've
- been captured" screen that amounts to getting killed as far as
- the game is concerned. Ignore the left passageway.
-
- Go R, and another membrane will open to reveal another pair of
- aliens down the hall. You cannot move at this point, and if you
- do nothing for a while, the aliens will come down the hall and
- capture you. Select your Cloak chip and Activate it, and you
- will be undetected by the aliens. They will come down the hall
- on their rounds, and the wake of their movement will brush you
- aside without alerting them.
-
- After the aliens pass, Deactivate your cloak. You still can't
- move down the hall on your own power, but you can touch the
- cluster of cabling at the base of the ring in front of you.
- This will trigger the alien corridor transit system, and you
- will be pulled down the hall by peristaltic motion. When you
- stop, repeat the action to be pulled into the storage chamber at
- the other end of the corridor.
-
- Go F to approach a spherical node on a series of supports.
- Touch it, and a membrane parts to reveal... something inside...
- maybe an environment cartridge? If so, this is one of the
- pieces of evidence you must retrieve to prove your innocence and
- the plot to smuggle time travel information to the Krynn! If
- you circle the storage frame, you will discover all the objects
- inside various nodes. The trick is to get them all out... You
- have an explosive charge, but that will only free one item.
- Perhaps there is one item that could be used to free the others?
- Place the charge on the node containing the sword. Once you
- have the sword, visit all the other nodes and use the sword to
- hack your way through the sealing material. Take ALL the items
- except for the Cheese Girl, and return to the mouth of the
- corridor you came here through.
-
- Touch the cabling to move to the middle of the tubing, then
- touch it again to be carried through the end of the corridor.
- You will be thrown against the membrane on the opposite side of
- the junction, and it will open. This is unavoidable. You
- cannot move away, and cloaking does no good, as no one comes
- down the corridor to push you out of the way with their wake.
- Once again, the sword will serve you in good measure. Use it on
- the cabling in the corridor ring to disrupt the transit
- mechanism and seal the corridor.
-
- Go L-F-L. Save your game here. Go F to face the transporter
- pods. As soon as you do, Ambassador Icarus arrives through the
- organic/inorganic transporter. He captures you, and explains
- why his race wants time travel, and why you must die to achieve
- that end... He places you in the inorganic transporter to the
- analysis room and pulls the lever to transport your suit from
- around you. You must act quickly, or drown without your suit.
- Recall that one of the items you picked up is giving off low
- level radiation that interferes with transporter beams - Pull
- the burnt out fusion generator core and drop it inside the
- teleporter pod. It shorts out the pod and the reaction pushes
- Icarus into the other inorganic pod.
-
- Go F as soon as you are able. This will place you in front of
- Icarus' transporter pod. You have no movement controls, and if
- you wait too long, Icarus will break out of the pod and capture
- you, ending your game. Pull the lever on his pod to do the same
- to him as he was going to to you - transport all inorganic
- material from his person. This strips him of his waldos, so
- when he breaks free, all he can do is swim away.
-
- There is nothing more for you to do here. Go R-F to enter the
- organic/inorganic transporter pod. Go R-R to face the front of
- the pod. Pull the lever on the left to trigger the pod, and you
- are sent elsewhere, where you present your evidence and prove
- your innocence.
-
-
- ENDGAME SEQUENCE:
-
- The endgame sequence runs - everyone is happy!! The future is
- safe! There is no mention of Arthur, but I presume someone went
- back to retrieve a copy of him before he perished for good.
-
- This walkthrough misses 1 puzzle and 8 research points. The
- research points are probably picked up by looking at more things
- and listening to all of Arthur's historical commentary. The
- puzzle, I have no idea on.
-
- I urge you to go through again and examine every location in
- this game. It is very rich, and you will enjoy the experience.
-
- Hope that helped!
-
- Mpb.
-
-
-
- ------------------------------------------------------------------------------
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