Solution for Ark of Time
Summer of 1997. Somewhere in the Atlantic Ocean a rag tag team of four
intrepid explorers descended to the bottom of the ocean in their search to
locate and enter the mythological, sunken city of Atlantis. However,
something's gone wrong. Read this already in the manual, you say? That's
right, partner! Never said I liked doin' it the hard way...
GOODBYE TO SNOWY ENGLAND
Well, just as I was hanging around the stadium for some good sport
journalism, I got a call from my editor to get my butt over there a.s.a.p.
Anxious about a promotion (what else could it be?) I ran off. How sorry I
felt for myself when I received the news about me going to the Caribbean to
hone my skills. Why? I was happy doing the sports pages in snowy England!
Now I got to be some Indy, or something? Or should it be... Kendall,
Richard Kendall... Nah!
THE CARIBBEAN
Village Square
When I arrived over there, first thing I saw was some lady painter. I
talked to her and got to know she wanted to be called old aunt Judith.
Well, Jude, no problemo! Found out she wanted some fresh water to paint.
Got her small pot full of dirty water and took a hike.
Beach House
First destination on the island was the beach. Fastest way to professor
Caldwell's beach house was to the left. I managed to open the lock and
enter the shack. Found some interesting stuff there. There was some worn
off blue jacket with a piece of fabric missing. Also found some of the
prof's note and an ancient Mexican coin with a square hole in it. Also
found a dirty cup. Notes were interesting, told me something about a
discovery Caldwell made with some Simon dude; there should be some kind of
key under a stone in an old church...
The Museum
>From the beach house I went straight to the museum. Over there I met the
curator. He really loves his old Mustang wreck! Even worse condition than
the rust bucket I flew in on my way to this island! Well, inside the museum
I found a painting of a guy called Mancusin. Examination is important! Also
found some compass. The curator got really nervous when I touched the
glass! Must be something special...
Through the door I reached the gunnery. In there, I found a piece of fabric
between some stones. This was the piece of fabric that was missing from the
blue jacket in Caldwell's cabin! Also examined the skull shield. Then
walked on to the library.
On the table was an ancient book with an ancient letter. Read this letter,
it's about Mancusin's mysterious escapes in the past. Leave and go to the
gallery. Examined the compass again, now noticed the pointer points east.
Saw enough and left.
The Pier
At the pier I met an old sailor. He told me he's a descendant of the pirate
Mancusin and he showed me the tattoo only he and his brother have; a white
dolphin with the motto 'Viva the south wind!'. Heard that one before!
Talking to this sailor and showing him the letter I found in the museum's
library gave me a lot of info. The sailor told me about the legend of
Mancusin and his pirates always able to escape without a trace in the
fortress. He also told me he took the Prof. and his crew out to the Bermuda
Islands. There he used a research ship and a bathyscaph to explore the
ocean. But he was never seen again...
Got a magnet from the sailor. It was dropped by the Professor when they
embarked their research vessel.
The Museum
In the museum, I went to the library. I opened the window and poured the
pot of dirty water out of the window on the car. As soon as I heard the
curator wining about his car, I went down and used the magnet on the
compass in the gallery. The pointer now turned south!. Hey, viva the south
wind! I ran off to the gunnery and turned the skull and bones shield. Guess
what... a secret passage opened! Grabbed the piece of blue cloth that had
been stuck between it and went down.
A Secret Hiding Place
Yuck! Stuffy around here... Anyway, I stumbled upon some ancient stuff
here. I opened a trunk and found a parchment with Mancusin's sign on it. On
the table I found a manuscript from Christopher Columbus himself. Some
mysterious script old Chris wrote down... Also found a dagger lying on the
table. Jute bags and kegs contained nothing valuable.
I left the museum and went to the gum tree in front of it. I stuck the
dagger in it and put the gum resin from the tree into the dirty cup I found
in Caldwell's beach house.
Then I went to the fountain and emptied the pot of dirty water in the
fountain. Then I used the Mexican coin on the fountain tap followed by
using the fountain tap. Finally, the water flowed! Then I used the empty
pot on the fountain and I got a pot full of clean water!
The Pier
I left the museum and went straight to the pier. I had the coordination now
and I was sure Caldwell went there as well. I asked the sailor to take me
there but he refused to take me there. I talked to him and I insisted on
him taking me there. But he wouldn't do it... as long as his favorite crab
Tweezers wasn't with him. Man, he must have had to many sunburn for his own
good! But as he was an ancestor of some crazy pirate, everything was
possible. So I told him I was going to find this Tweezers. Thankful guy as
he was, he gave me Tweezers favorite food and off I went.
The Beach House
In front of the beach house is a flat rock with some crabs on it. I went
down to the rock and poured the gum resin on the rock. Then I put Tweezers
food on the gum resin and waited for the crab to get stuck. Grabbed the
crab and went off to the vill square.
Village Square
Went to old aunt Judith and gave her the pot of water. Then I asked her to
paint my freshly caught crab white. She guzzles down all my rum but, hey, I
got my own Tweezers now.
Went to the pier and gave good ol' Tweezers to the sailor. Thankful guy as
he was, he took me to the place I wanted to go. I had to dive to find the
bathyscaph in which I found the black box in the secret compartment. I also
saw a great stone portal to the right of the rope... Atlantis? Wowsers!
Time to tell that slavedriver in London!
AVON, ENGLAND
Newspaper Office
Just when I thought all this had ended, that slavedriver had this great
idea to send me to another place to investigate Caldwell's disappearance.
No way, Jose'! Okay... well, losing my job isn't all that great. either. So
there I went again. Another rust bucket, another place, another mystery to
be unraveled...
The Church In Avon
Near the well I found a bucket with a hole in it. Took it anyway. Then I
met a little girl, called Polly Jane, and her cat Attila. She was too busy
to talk to me. I left ant walked around the church to the farm. I used the
piece of cloth I had with the gum resin. The cup holding the gum resin
broke but I got a sticky cloth to use on the bucket to repair it. Then I
used the bucket to get some milk from the dairy cow. Took the bucket to
Atilla and gave him some milk. As Polly Jane was too busy picking fruit, I
took Atilla and threw him into the broken church window. That drew Polly
Jane's attention! She took the ladder to rescue her little kitten and left
it after that. I used the ladder to get into the church.
The Church
Once I was inside, I removed the door bolt from the oak door. Also picked
up the urn with ashes. Then I used the door bolt on the confessional to
reveal a secret passage. Went down and found some archeological diggings.
Another step down between piles of sand took me to the tomb... Spooky!
Inside the tomb I saw a sculpted picture of Stonehenge with some
hieroglyphics beneath it. I was sure those hieroglyphics would prove to be
most interesting so I made a copy for my editor to translate. To make a
copy, I used the professor's notes on the hieroglyphics to make a copy. The
ash made a good ink! There also was a large stone head which I examined.
Last thing to explore was an alcove. This must be the place where Caldwell
found his "key", the stone he mentioned in his writings!
After I explored everything I left the church but then... suddenly the
weather changed without reason... I went back in the church and found a
strange octagon object, green with shiny pieces... Newspaper Office
I ran off to London to give my editor the copy of the encrypted message. He
told me it was an ancient Tuareg dialect. Oh no, that means I... yeah...
off to Tammanrasset, Algeria to meet Prince Amir. Here we go again!
DESERT FORT, ALGERIA
Got to the tent at the lower side of the screen and got in. Talked to the
bloke and got thrown out almost immediately. So far for local hospitality!
Tried talking to the woman, the beautiful Lallah, in front of the other
tent. Then went to the fort and talked to the prisoner. He told me about
the Holy Man of the Mountain who could help me translate the glyphs from
the British tomb. He gave me a ring as a token of our friendship. Took this
ring back to Lallah, the prisoner's wife, and she gave you permission to
look inside the tent as I now am a friend of her husband's.
In the tent, you can see shreds of a pot and a hole in the tent, caused by
a bullet. Now go outside and talk to Lallah again. She'll tell you about a
crash that woke her. Enter the tent again and look at the base of the pole
(actually named as this!) and see the bullet and the line the bullet
followed through the hole. This points to the top of the fort's turret. Go
talk to Lallah again and get some food for her husband. Go to the other
tent and talk to the injured guy, who tells you a snake scared his
dromedary after which it decided to run away. Some clue, but be patient.
Enter the fort again and bring the food to the prisoner. There's a picklock
in it on which he nearly breaks his teeth, when you ask him how the food
was. As it's no good for him (why should it, he's only locked, after
all...). Leave the fort and go to the map. Choose the freshly placed
mountain as your new destination.
AHAGGAR MOUNTAIN, ALGERIA
Look at the tire marks from the jeep. Enter the building and talk to the
Holy Man. He'll tell you about a stolen gem, taken from him by a man with
an eye-patch. He took off south in a jeep. Now ask this guy about the
rubbings, try to get conversation on translating. After some lengthy
conversation (again...) he'll tell about a strange object from a church.
Must be the green object I've found in Avon! Went to the strange door and
the green object, a Levitium Finder, started buzzin'. Old man told me this
was the entrance to the Cave of Mysteries. Exit and use the tire tracks to
go to the village.
TAMMANRASSET VILLAGE, ALGERIA
In the village, I entered some smelly butcher's shop with a camel sign near
the door. There was some rat bait and a little bottle I couldn't take
without having an argument with the shopkeeper. Ask him about the rat bait.
He offered me some disgusting rat croquette I just took out of pure
decency. Then I ran off, to the square behind the building. There was some
guy which asked me to play a game with. As there was no reason, I went on
to the cave area and selected Easter Island as my next destination.
EASTER ISLAND, PACIFIC OCEAN
I went to those famous statues and walked on to a hut. Tobias, the sailor's
petty thief bro was there. I asked him about the island. Then I went to the
lighthouse, picking up a shell necklace from the first statue as I went by
them. In front of the lighthouse, I took a glass jar from a stone marker
and went back to Tobias' hut. He gave me a picture of the island. Took a
rubber tube myself, found it near the petrol can. As I wasn't progressing
much till now, I showed him the Mancussin paper and the rubbings from the
Avon tomb. When he cracked his memory (took a while) he pointed me the cave
of giant bats. I went there (left of your screen) and found a termite hill.
As the sounds from the cave scared me shitless, I decided to do some other
animal thing and captured those nice little termites into my glass jar.
Then I left for the airport, destination...
STONEHENGE, ENGLAND
I walked north to the worker's shack, leaving Stonehenge to my right. I had
some pleasant conversation with this bloke, telling me his tractor broke
down. I smiled to him and then, in a brief moment of indiscretion, I opened
the door with the picklock. A metal file from the table and the plumb line
from the boxes in the corner were all I found. Time to head back to the
desert!
DESERT FORT, ALGERIA
Talked to Lallah again. She didn't know the sacred word for the cave, but
only those belonging to the royal family have knowledge, so she told me. I
talked to the prisoner again and he told me the magic word, but only after
making him a deal to save him. So, that's the mission from now on.
Go outside and make a fake snake from the plumb line, the shell necklace
and the rubber tube. Use this little rattler on the dromedary and scare him
away. Go to the tent of the man with the injured foot and tell him his
dromedary ran off. He'll tell you to go to the bazaar. Do so and deliver
the message to the merchant over there. Leave and take the little dish of
dog food from the other cage on the fort square.
Return to the tent of the injured man and get his shoe. Look at the rifle
that's there.
AHAGGAR MOUNTAIN, ALGERIA
Go to the door and use the file on it to get some Levitium filings. Exit
the cave and got to the map. Pick as you next destination:
RUM CAY ISLAND, THE CARIBBEAN
Talk to the lady painter twice and give her the picture of Easter Island
and the Mancussin parchment at last. She'll make a an excellent first class
fake treasure map where X marks the spot!
Go to the pier and talk to Tobias' brother, the sailor. He'll be really
glad to hear you've found that slippery worm. Well, 1-0 for brotherhood!
TAMMANRASSET VILLAGE, ALGERIA
Go to the village and enter the butcher shop again. I really had some fun
over there with the camel stake on the counter. The termites from the glass
jar make some combo with the meat, it made the butcher faint! I snatched
away the rat bait and the little bottle of narcotics and ran off.
DESERT FORT, ALGERIA
Inside the fort, I mixed the narcotic powder with the small dish of dog
food and gave it to the dog inside the bazaar. Then I took the small safe
from the counter before passing going through the door. There I found a
larger safe I couldn't open at that time and a chest. Removing the chest
revealed a secret passageway to the top of the turret. Pick up the silencer
and take the steps. Up there I found a cartridge case and a telescope lens.
I used the shoe I stole from the tent onto the footsteps and they matched;
Dromedary Dick was the killer instead of Prince Amir! I went downstairs and
talked to the guard. I handed over all the evidence and finally he freed
the Prince when his innocence was proved.
EASTER ISLAND, PACIFIC OCEAN
Go to Tobias' hut and give him the small blue safe to open it. The
combination is 5-1-7 .Use the safe to open it and get the key inside of it.
DESERT FORT, ALGERIA
Got to the fort and use the key I found in the safe on the jeep parked near
the cells. Took the contents, being a drive belt and some flares. License
plate is 517-462. Hey, wasn't 517 the safe combo?
Entered the bazaar and heard the two crooks talk to eachother. Followed
them as they walked through a door and heard them talk about a contract
which they hid in the great safe. As they left, I opened the safe with the
other half of the combo; 4-6-2. To open the safe, set each dial on the
number acquired and pull the lever. Then take the contract out.
Outside, I talked to the guard and gave him the rifle. Gave him the
silencer as well. I told him about the plot and the contract. Finally he
gave me the key to free Prince Amir and he gave me the magic words to the
cave: "Open Sesame!". Wow, some point for creativity here!
AHAGGAR MOUNTAIN, ALGERIA
Gave the secret word to the old man and entered the inner cave. Heard the
story about Gods falling from the sky.
STONEHENGE, ENGLAND
Went straight to the construction yard into the shack to give the drive
belt to the worker. He's rushing to call his wife so I had all the time in
the world to leave the shack and use the tractor's lever to lift the stone.
I entered the pit and the underground room. A thin bronze tube, a cracked
crystal and a strange green object were stuff collected from there.
AVON, ENGLAND
Got back to the pit below the church and got myself a rat, from below the
stairs or at the iron bars at the right end of the dirt floor. Used the rat
bait to catch it.
RUM CAY ISLAND, CARRIBEAN
Go to the village square and get the picture from the lady painter.
EASTER ISLAND, PACIFIC OCEAN
Lighthouse was my destination where I could use the flares on the lamp
holder. I turned the handle to switch the light on but, darn, one of
Tobias' balloons blocked the path of the light!
Go to Tobias and give him the painting (being actually a fake treasure
map). He leaves and you can enter the hut. Get the chrome paint spray, the
glass shard (window above washing machine) and the car jack. Leave the hut
and deflate the balloon by using the gas burner.
Now it's time to go to the bat cave. Enter the cave (which is now lit and
left by the bats). Use the rubber tube on the fountain to divert the stream
of water. Now enter the secret passage where you can pick up an ancient
parchment. Use the car jack with the tomb stone to crack it and get the
medallion.
Find Tobias again and see he actually found his treasure...!
AHAGGAR MOUNTAIN, ALGERIA
Talk to the Holy Man and tell him you know the secret word. Then he'll open
the door. Use the Magnetium object from Stonehenge on the hole in the
mechanism. It doesn't work. Now the man should tell you about the sacred
gem that was stolen.
TAMMANRASSET, ALGERIA
Go back to the village and use the lens on the rusty hole on the jeep. Go
to the square and play the game with the crook. When you hear a big bang
(the tire blew!) the guy will leave. He will not come back until you take
the special snuff box from under the dirty cup and use the Levitium filings
with it. Put it back under the cup and the man will come back. This time,
play the game with him and you use the Levitium finder with the snuff box
to find it's position. Do this for as long as you can, then leave. If you
play the game long enough, he will give you the sacred Ahmarat (mainly
automatic sequence).
AHAGGAR MOUNTAIN, ALGERIA
Return to the cave and go to the strange machines inside. Use the helmet
and see a confession made by some alien... an Atlantean? After that, go to
the compartment and take the medallion (with the red stone) out. Insert the
medallion from the bat cave (with the green stone) in it. Use the helmet
again and hear another story. Use the parchment from the tomb and find
coordinates from Yucatan (you can go there now). Open the compartment again
and take the medallion out. Now put the medallion from the church in
England (with the black stone) in it. You now learn how to recharge the
Levitium finder at Stonehenge.
YUCATAN, CENTRAL AMERICA
Go to the Mystic's hut (past the sunbleached rock and flowers). Look at the
marks on the stone idol outside the hut and talk to the man. He tells you
that you should come back with "a precise question".
Go back to the forest and go to the pyramid (click above the rock on the
left side). Go inside the pyramid and see the 4 buttons to control up,
down, right and left. Return to the Mystic's hut and tell him what you've
discovered. He tells you what you need to enter the pyramid: a yellow
flower, a snake, an egg of a bird and a bone of an animal cursed by man. So
nothing real difficult!
To get the yellow flower, return to the wood. Use the chrome paint spray on
the glass shard to make a mirror and put it on the sun bleached rock. This
will divert the sun beams and color the white flower into a yellow one.
To get the egg, return to the pyramid and see a nest hanging up in the
trees. Use the thin bronze tube with the cartridge and make a make-shift
blow pipe. Use it with the nest and it will fall down. Take the egg out.
To get the snake, use the rat you took from the church in England. Use the
rat with the boa and take this slippery friend with you.
TAMMANRASSET, ALGERIA
Go to the butcher and look at the thigh bone. Talk to the butcher and buy
the bone. This is the bone of an animal cursed by man so this makes it the
last item you need.
YUCATAN, CENTRAL AMERICA
Go to the Mystic and give him the bone and the other objects he asked for.
Finally, you'll have a flute to use on the marks on the idol. It'll give
you the secret code for the pyramid's door. Go to the pyramid and move the
mechanism: up, up, right, up, up, down. This opens the back door of the
pyramid. Go there and enter. Look at the painting of a medallion thrown
into the water. Return to the Mystic and ask him about this. Then take the
path left to the lake and see the crocodile.
RUM CAY ISLAND, CARIBBEAN
Go to the pier and talk to Tobias' brother. Tell him his bro found the
treasure and he'll run off, leaving you to pick up the metal net.
YUCATAN, CENTRAL AMERICA
Go back to the lake and use the metal net on the croc. Look at the stone
idol and especially watch the faces on it. Go to the Mystic and tell him
he's free to get some treasures from the lake. As soon as he's left, enter
his hut and open the trunk. Get the 8 face stone cubes. Then return to the
inner chamber of the pyramid (where you found the painting).
You should now place the stone cubes in the door portals. Left of the door,
the top should be two smiling faces, looking inwards and the bottom should
be two frowns, facing outwards. Right of the door, the top should be two
frowns facing outwards and the bottom should be two smiles, facing inwards.
The right combo opens the door at the top of the stairs outside. Go there
and see the Mayan heads along the walls. Touch a crystal in one of the
mouths and see the color is changing... Return to the Mystic and ask him
about this. He'll give you a medallion (purple stone).
AHAGGAR MOUNTAIN, ALGERIA
Go to the reading compartment and use the purple stone medallion on it. Use
the helmet and hear Pol Ro's story. This transmission tells you that to
enter his tomb, you need the Levitium finder, fully charged and you need to
solve the logic problem of the colored crystals in heads on walls in the
pyramid. Remove the medallion from the compartment. If you click on it in
inventory, it'll repeat instructions.
YUCATAN, CENTRAL AMERICA
Go to the top room of the pyramid and set the colored crystals:
1. Black head with blue crystal
2. Blue head with red crystal
3. Red head with green crystal
4. Green head with black crystal
5. Yellow head with yellow crystal
Enter the tomb and get the crystal from the altar.
STONEHENGE, ENGLAND
Go to the central rock and put the Levitium finder on central rock. Use the
crystal cube on it. Click on this stuff, to pick it up, when color shown is
yellow (with the delay , this will really pick it up when color is red).
Inventory should say that you are carrying a "recharged Levitium finder".
YUCATAN, CENTRAL AMERICA
Return to the tomb in the pyramid. Use the charged Levitium finder with
octagon-hole in tomb. Inside the tomb, pick up the metallic dolphin disk.
Exit.
RUM CAY ISLAND, CARIBBEAN
Go to the pier and tell your story to the sailor. He'll take you to the
ocean again. Have a dive!
ATLANTIS, SUNKEN CITY
At the bottom of the ocean, go to the screen right to the gate. Use dolphin
disk in portal lock and enter. See the broken control panel near the door.
Try to open the door.
Open the drawers in the large file cabinet. Then use file cabinet to climb
to pipes. This might cause some difficulties. Click on the right side of
the cabinet, on the second spot of light from the bottom. Walk to the air
vent on your right, and use your press pass on the vent. Return to the door
and talk to Helen.
Take the elevator up to prison room. The prof should give you key to filing
cabinet that holds instruction to the canister mechanism on lower floor.
Ask the prof how to free him and you should hear about "they have key" and
"need something to knock them out from far away." Go to air vent and use
it, to overhear their conversation.
Return to Helen. Use key (from prof) to open drawer in small cabinet to get
instructions. Look at them. The white one is the general instructions and
each color is the code for that colored/ disk door. Return to mechanism on
lower floor.
How to use the mechanism? Under each canister, there's colored buttons. A
colored button sends the contents of that canister to the canister of the
button's color. A black button empties that canister and a white button
fills is completely.
Open the blue door:
1. Red canister: press white button to fill red canister.
2. Red canister: press green button to send contents of red canister to
green canister.
3. Green canister: press blue button to send contents to blue canister.
4. Green canister: press black button to empty green canister.
5. Red canister: press green button to send contents of red canister to
green canister.
Go to the blue room and use the lever to open the door. Take the container
of water and open the airlock room with the control.
Open the red door:
1. Fill red.
2. Send red to green.
3. Send red to blue.
4. Send green to red.
5. Send blue to green.
6. Send red to blue.
7. Send blue to green.
8. Empty blue.
9. Send green to blue.
10. Empty blue.
11. Send red to blue.
Go to the room and open it with the lever. See empty fridge and take a
little bottle with white powder from the table. Take the alcohol.
Open the green door:
1. Fill red.
2. Send red to green.
3. Send red to blue.
4. Send green to red.
5. Send blue to green.
6. Send red to blue.
7. Send blue to green.
8. Send green to red.
9. Send blue to green.
10. Send red to blue.
11. Send blue to green.
12. Send green to blue.
13. Empty blue.
14. Send red to blue.
15. Empty blue.
16. Send red to blue.
Go to the room and open it with the lever. See the scheme of the pump and
the rubber valve. Use the empty syringe with the rubber valve and fill it
with chlorine.
Return to the professor and show him the chlorine, the syringe, the bottle
of alcohol, the lime bottle and the distilled water. He tells you that you
have the makings of chloroform.
Go to the Laboratory (red door) and use the water, lime and chlorine with
beaker. Use the thermal device. Look at the beaker. This is lime chloride.
Use the empty jar with beaker valve. Use the valve. Use the alcohol with
the jar of lime chloride. You now should have a jar of chloroform. Go back
to the professor and talk to him. Use the jar of chloroform with the air
vent outside the control room (automatic). Use the door lever and then
enter the room. Take the small key on the wall on your right. Return to
prof and use the key on the handcuffs. (automatic) Go back into the control
room and open the small doors on each side of control desk. Take the small
weight from the door on left to disable gyroscope.
Go to the decompression chamber and discover the lever dilemma. Use the
plumb line with the water container. Go to lab room. Put container in
refrigerator. Go back to the decompression room and close the door and then
open door again. Go back to the lab and take the frozen container back to
decompression chamber. Use the frozen container on the control lever. Use
the small weight on this set-up.
Finally, the quest is over!
Summer of 1997. Somewhere in the Atlantic Ocean a rag tag team of four
intrepid explorers descended to the bottom of the ocean in their search to
locate and enter the mythological, sunken city of Atlantis. However,
something's gone wrong. Read this already in the manual, you say? That's
right, partner! Never said I liked doin' it the hard way...
GOODBYE TO SNOWY ENGLAND
Well, just as I was hanging around the stadium for some good sport
journalism, I got a call from my editor to get my butt over there a.s.a.p.
Anxious about a promotion (what else could it be?) I ran off. How sorry I
felt for myself when I received the news about me going to the Caribbean to
hone my skills. Why? I was happy doing the sports pages in snowy England!
Now I got to be some Indy, or something? Or should it be... Kendall,
Richard Kendall... Nah!
THE CARIBBEAN
Village Square
When I arrived over there, first thing I saw was some lady painter. I
talked to her and got to know she wanted to be called old aunt Judith.
Well, Jude, no problemo! Found out she wanted some fresh water to paint.
Got her small pot full of dirty water and took a hike.
Beach House
First destination on the island was the beach. Fastest way to professor
Caldwell's beach house was to the left. I managed to open the lock and
enter the shack. Found some interesting stuff there. There was some worn
off blue jacket with a piece of fabric missing. Also found some of the
prof's note and an ancient Mexican coin with a square hole in it. Also
found a dirty cup. Notes were interesting, told me something about a
discovery Caldwell made with some Simon dude; there should be some kind of
key under a stone in an old church...
The Museum
>From the beach house I went straight to the museum. Over there I met the
curator. He really loves his old Mustang wreck! Even worse condition than
the rust bucket I flew in on my way to this island! Well, inside the museum
I found a painting of a guy called Mancusin. Examination is important! Also
found some compass. The curator got really nervous when I touched the
glass! Must be something special...
Through the door I reached the gunnery. In there, I found a piece of fabric
between some stones. This was the piece of fabric that was missing from the
blue jacket in Caldwell's cabin! Also examined the skull shield. Then
walked on to the library.
On the table was an ancient book with an ancient letter. Read this letter,
it's about Mancusin's mysterious escapes in the past. Leave and go to the
gallery. Examined the compass again, now noticed the pointer points east.
Saw enough and left.
The Pier
At the pier I met an old sailor. He told me he's a descendant of the pirate
Mancusin and he showed me the tattoo only he and his brother have; a white
dolphin with the motto 'Viva the south wind!'. Heard that one before!
Talking to this sailor and showing him the letter I found in the museum's
library gave me a lot of info. The sailor told me about the legend of
Mancusin and his pirates always able to escape without a trace in the
fortress. He also told me he took the Prof. and his crew out to the Bermuda
Islands. There he used a research ship and a bathyscaph to explore the
ocean. But he was never seen again...
Got a magnet from the sailor. It was dropped by the Professor when they
embarked their research vessel.
The Museum
In the museum, I went to the library. I opened the window and poured the
pot of dirty water out of the window on the car. As soon as I heard the
curator wining about his car, I went down and used the magnet on the
compass in the gallery. The pointer now turned south!. Hey, viva the south
wind! I ran off to the gunnery and turned the skull and bones shield. Guess
what... a secret passage opened! Grabbed the piece of blue cloth that had
been stuck between it and went down.
A Secret Hiding Place
Yuck! Stuffy around here... Anyway, I stumbled upon some ancient stuff
here. I opened a trunk and found a parchment with Mancusin's sign on it. On
the table I found a manuscript from Christopher Columbus himself. Some
mysterious script old Chris wrote down... Also found a dagger lying on the
table. Jute bags and kegs contained nothing valuable.
I left the museum and went to the gum tree in front of it. I stuck the
dagger in it and put the gum resin from the tree into the dirty cup I found
in Caldwell's beach house.
Then I went to the fountain and emptied the pot of dirty water in the
fountain. Then I used the Mexican coin on the fountain tap followed by
using the fountain tap. Finally, the water flowed! Then I used the empty
pot on the fountain and I got a pot full of clean water!
The Pier
I left the museum and went straight to the pier. I had the coordination now
and I was sure Caldwell went there as well. I asked the sailor to take me
there but he refused to take me there. I talked to him and I insisted on
him taking me there. But he wouldn't do it... as long as his favorite crab
Tweezers wasn't with him. Man, he must have had to many sunburn for his own
good! But as he was an ancestor of some crazy pirate, everything was
possible. So I told him I was going to find this Tweezers. Thankful guy as
he was, he gave me Tweezers favorite food and off I went.
The Beach House
In front of the beach house is a flat rock with some crabs on it. I went
down to the rock and poured the gum resin on the rock. Then I put Tweezers
food on the gum resin and waited for the crab to get stuck. Grabbed the
crab and went off to the vill square.
Village Square
Went to old aunt Judith and gave her the pot of water. Then I asked her to
paint my freshly caught crab white. She guzzles down all my rum but, hey, I
got my own Tweezers now.
Went to the pier and gave good ol' Tweezers to the sailor. Thankful guy as
he was, he took me to the place I wanted to go. I had to dive to find the
bathyscaph in which I found the black box in the secret compartment. I also
saw a great stone portal to the right of the rope... Atlantis? Wowsers!
Time to tell that slavedriver in London!
AVON, ENGLAND
Newspaper Office
Just when I thought all this had ended, that slavedriver had this great
idea to send me to another place to investigate Caldwell's disappearance.
No way, Jose'! Okay... well, losing my job isn't all that great. either. So
there I went again. Another rust bucket, another place, another mystery to
be unraveled...
The Church In Avon
Near the well I found a bucket with a hole in it. Took it anyway. Then I
met a little girl, called Polly Jane, and her cat Attila. She was too busy
to talk to me. I left ant walked around the church to the farm. I used the
piece of cloth I had with the gum resin. The cup holding the gum resin
broke but I got a sticky cloth to use on the bucket to repair it. Then I
used the bucket to get some milk from the dairy cow. Took the bucket to
Atilla and gave him some milk. As Polly Jane was too busy picking fruit, I
took Atilla and threw him into the broken church window. That drew Polly
Jane's attention! She took the ladder to rescue her little kitten and left
it after that. I used the ladder to get into the church.
The Church
Once I was inside, I removed the door bolt from the oak door. Also picked
up the urn with ashes. Then I used the door bolt on the confessional to
reveal a secret passage. Went down and found some archeological diggings.
Another step down between piles of sand took me to the tomb... Spooky!
Inside the tomb I saw a sculpted picture of Stonehenge with some
hieroglyphics beneath it. I was sure those hieroglyphics would prove to be
most interesting so I made a copy for my editor to translate. To make a
copy, I used the professor's notes on the hieroglyphics to make a copy. The
ash made a good ink! There also was a large stone head which I examined.
Last thing to explore was an alcove. This must be the place where Caldwell
found his "key", the stone he mentioned in his writings!
After I explored everything I left the church but then... suddenly the
weather changed without reason... I went back in the church and found a
strange octagon object, green with shiny pieces... Newspaper Office
I ran off to London to give my editor the copy of the encrypted message. He
told me it was an ancient Tuareg dialect. Oh no, that means I... yeah...
off to Tammanrasset, Algeria to meet Prince Amir. Here we go again!
DESERT FORT, ALGERIA
Got to the tent at the lower side of the screen and got in. Talked to the
bloke and got thrown out almost immediately. So far for local hospitality!
Tried talking to the woman, the beautiful Lallah, in front of the other
tent. Then went to the fort and talked to the prisoner. He told me about
the Holy Man of the Mountain who could help me translate the glyphs from
the British tomb. He gave me a ring as a token of our friendship. Took this
ring back to Lallah, the prisoner's wife, and she gave you permission to
look inside the tent as I now am a friend of her husband's.
In the tent, you can see shreds of a pot and a hole in the tent, caused by
a bullet. Now go outside and talk to Lallah again. She'll tell you about a
crash that woke her. Enter the tent again and look at the base of the pole
(actually named as this!) and see the bullet and the line the bullet
followed through the hole. This points to the top of the fort's turret. Go
talk to Lallah again and get some food for her husband. Go to the other
tent and talk to the injured guy, who tells you a snake scared his
dromedary after which it decided to run away. Some clue, but be patient.
Enter the fort again and bring the food to the prisoner. There's a picklock
in it on which he nearly breaks his teeth, when you ask him how the food
was. As it's no good for him (why should it, he's only locked, after
all...). Leave the fort and go to the map. Choose the freshly placed
mountain as your new destination.
AHAGGAR MOUNTAIN, ALGERIA
Look at the tire marks from the jeep. Enter the building and talk to the
Holy Man. He'll tell you about a stolen gem, taken from him by a man with
an eye-patch. He took off south in a jeep. Now ask this guy about the
rubbings, try to get conversation on translating. After some lengthy
conversation (again...) he'll tell about a strange object from a church.
Must be the green object I've found in Avon! Went to the strange door and
the green object, a Levitium Finder, started buzzin'. Old man told me this
was the entrance to the Cave of Mysteries. Exit and use the tire tracks to
go to the village.
TAMMANRASSET VILLAGE, ALGERIA
In the village, I entered some smelly butcher's shop with a camel sign near
the door. There was some rat bait and a little bottle I couldn't take
without having an argument with the shopkeeper. Ask him about the rat bait.
He offered me some disgusting rat croquette I just took out of pure
decency. Then I ran off, to the square behind the building. There was some
guy which asked me to play a game with. As there was no reason, I went on
to the cave area and selected Easter Island as my next destination.
EASTER ISLAND, PACIFIC OCEAN
I went to those famous statues and walked on to a hut. Tobias, the sailor's
petty thief bro was there. I asked him about the island. Then I went to the
lighthouse, picking up a shell necklace from the first statue as I went by
them. In front of the lighthouse, I took a glass jar from a stone marker
and went back to Tobias' hut. He gave me a picture of the island. Took a
rubber tube myself, found it near the petrol can. As I wasn't progressing
much till now, I showed him the Mancussin paper and the rubbings from the
Avon tomb. When he cracked his memory (took a while) he pointed me the cave
of giant bats. I went there (left of your screen) and found a termite hill.
As the sounds from the cave scared me shitless, I decided to do some other
animal thing and captured those nice little termites into my glass jar.
Then I left for the airport, destination...
STONEHENGE, ENGLAND
I walked north to the worker's shack, leaving Stonehenge to my right. I had
some pleasant conversation with this bloke, telling me his tractor broke
down. I smiled to him and then, in a brief moment of indiscretion, I opened
the door with the picklock. A metal file from the table and the plumb line
from the boxes in the corner were all I found. Time to head back to the
desert!
DESERT FORT, ALGERIA
Talked to Lallah again. She didn't know the sacred word for the cave, but
only those belonging to the royal family have knowledge, so she told me. I
talked to the prisoner again and he told me the magic word, but only after
making him a deal to save him. So, that's the mission from now on.
Go outside and make a fake snake from the plumb line, the shell necklace
and the rubber tube. Use this little rattler on the dromedary and scare him
away. Go to the tent of the man with the injured foot and tell him his
dromedary ran off. He'll tell you to go to the bazaar. Do so and deliver
the message to the merchant over there. Leave and take the little dish of
dog food from the other cage on the fort square.
Return to the tent of the injured man and get his shoe. Look at the rifle
that's there.
AHAGGAR MOUNTAIN, ALGERIA
Go to the door and use the file on it to get some Levitium filings. Exit
the cave and got to the map. Pick as you next destination:
RUM CAY ISLAND, THE CARIBBEAN
Talk to the lady painter twice and give her the picture of Easter Island
and the Mancussin parchment at last. She'll make a an excellent first class
fake treasure map where X marks the spot!
Go to the pier and talk to Tobias' brother, the sailor. He'll be really
glad to hear you've found that slippery worm. Well, 1-0 for brotherhood!
TAMMANRASSET VILLAGE, ALGERIA
Go to the village and enter the butcher shop again. I really had some fun
over there with the camel stake on the counter. The termites from the glass
jar make some combo with the meat, it made the butcher faint! I snatched
away the rat bait and the little bottle of narcotics and ran off.
DESERT FORT, ALGERIA
Inside the fort, I mixed the narcotic powder with the small dish of dog
food and gave it to the dog inside the bazaar. Then I took the small safe
from the counter before passing going through the door. There I found a
larger safe I couldn't open at that time and a chest. Removing the chest
revealed a secret passageway to the top of the turret. Pick up the silencer
and take the steps. Up there I found a cartridge case and a telescope lens.
I used the shoe I stole from the tent onto the footsteps and they matched;
Dromedary Dick was the killer instead of Prince Amir! I went downstairs and
talked to the guard. I handed over all the evidence and finally he freed
the Prince when his innocence was proved.
EASTER ISLAND, PACIFIC OCEAN
Go to Tobias' hut and give him the small blue safe to open it. The
combination is 5-1-7 .Use the safe to open it and get the key inside of it.
DESERT FORT, ALGERIA
Got to the fort and use the key I found in the safe on the jeep parked near
the cells. Took the contents, being a drive belt and some flares. License
plate is 517-462. Hey, wasn't 517 the safe combo?
Entered the bazaar and heard the two crooks talk to eachother. Followed
them as they walked through a door and heard them talk about a contract
which they hid in the great safe. As they left, I opened the safe with the
other half of the combo; 4-6-2. To open the safe, set each dial on the
number acquired and pull the lever. Then take the contract out.
Outside, I talked to the guard and gave him the rifle. Gave him the
silencer as well. I told him about the plot and the contract. Finally he
gave me the key to free Prince Amir and he gave me the magic words to the
cave: "Open Sesame!". Wow, some point for creativity here!
AHAGGAR MOUNTAIN, ALGERIA
Gave the secret word to the old man and entered the inner cave. Heard the
story about Gods falling from the sky.
STONEHENGE, ENGLAND
Went straight to the construction yard into the shack to give the drive
belt to the worker. He's rushing to call his wife so I had all the time in
the world to leave the shack and use the tractor's lever to lift the stone.
I entered the pit and the underground room. A thin bronze tube, a cracked
crystal and a strange green object were stuff collected from there.
AVON, ENGLAND
Got back to the pit below the church and got myself a rat, from below the
stairs or at the iron bars at the right end of the dirt floor. Used the rat
bait to catch it.
RUM CAY ISLAND, CARRIBEAN
Go to the village square and get the picture from the lady painter.
EASTER ISLAND, PACIFIC OCEAN
Lighthouse was my destination where I could use the flares on the lamp
holder. I turned the handle to switch the light on but, darn, one of
Tobias' balloons blocked the path of the light!
Go to Tobias and give him the painting (being actually a fake treasure
map). He leaves and you can enter the hut. Get the chrome paint spray, the
glass shard (window above washing machine) and the car jack. Leave the hut
and deflate the balloon by using the gas burner.
Now it's time to go to the bat cave. Enter the cave (which is now lit and
left by the bats). Use the rubber tube on the fountain to divert the stream
of water. Now enter the secret passage where you can pick up an ancient
parchment. Use the car jack with the tomb stone to crack it and get the
medallion.
Find Tobias again and see he actually found his treasure...!
AHAGGAR MOUNTAIN, ALGERIA
Talk to the Holy Man and tell him you know the secret word. Then he'll open
the door. Use the Magnetium object from Stonehenge on the hole in the
mechanism. It doesn't work. Now the man should tell you about the sacred
gem that was stolen.
TAMMANRASSET, ALGERIA
Go back to the village and use the lens on the rusty hole on the jeep. Go
to the square and play the game with the crook. When you hear a big bang
(the tire blew!) the guy will leave. He will not come back until you take
the special snuff box from under the dirty cup and use the Levitium filings
with it. Put it back under the cup and the man will come back. This time,
play the game with him and you use the Levitium finder with the snuff box
to find it's position. Do this for as long as you can, then leave. If you
play the game long enough, he will give you the sacred Ahmarat (mainly
automatic sequence).
AHAGGAR MOUNTAIN, ALGERIA
Return to the cave and go to the strange machines inside. Use the helmet
and see a confession made by some alien... an Atlantean? After that, go to
the compartment and take the medallion (with the red stone) out. Insert the
medallion from the bat cave (with the green stone) in it. Use the helmet
again and hear another story. Use the parchment from the tomb and find
coordinates from Yucatan (you can go there now). Open the compartment again
and take the medallion out. Now put the medallion from the church in
England (with the black stone) in it. You now learn how to recharge the
Levitium finder at Stonehenge.
YUCATAN, CENTRAL AMERICA
Go to the Mystic's hut (past the sunbleached rock and flowers). Look at the
marks on the stone idol outside the hut and talk to the man. He tells you
that you should come back with "a precise question".
Go back to the forest and go to the pyramid (click above the rock on the
left side). Go inside the pyramid and see the 4 buttons to control up,
down, right and left. Return to the Mystic's hut and tell him what you've
discovered. He tells you what you need to enter the pyramid: a yellow
flower, a snake, an egg of a bird and a bone of an animal cursed by man. So
nothing real difficult!
To get the yellow flower, return to the wood. Use the chrome paint spray on
the glass shard to make a mirror and put it on the sun bleached rock. This
will divert the sun beams and color the white flower into a yellow one.
To get the egg, return to the pyramid and see a nest hanging up in the
trees. Use the thin bronze tube with the cartridge and make a make-shift
blow pipe. Use it with the nest and it will fall down. Take the egg out.
To get the snake, use the rat you took from the church in England. Use the
rat with the boa and take this slippery friend with you.
TAMMANRASSET, ALGERIA
Go to the butcher and look at the thigh bone. Talk to the butcher and buy
the bone. This is the bone of an animal cursed by man so this makes it the
last item you need.
YUCATAN, CENTRAL AMERICA
Go to the Mystic and give him the bone and the other objects he asked for.
Finally, you'll have a flute to use on the marks on the idol. It'll give
you the secret code for the pyramid's door. Go to the pyramid and move the
mechanism: up, up, right, up, up, down. This opens the back door of the
pyramid. Go there and enter. Look at the painting of a medallion thrown
into the water. Return to the Mystic and ask him about this. Then take the
path left to the lake and see the crocodile.
RUM CAY ISLAND, CARIBBEAN
Go to the pier and talk to Tobias' brother. Tell him his bro found the
treasure and he'll run off, leaving you to pick up the metal net.
YUCATAN, CENTRAL AMERICA
Go back to the lake and use the metal net on the croc. Look at the stone
idol and especially watch the faces on it. Go to the Mystic and tell him
he's free to get some treasures from the lake. As soon as he's left, enter
his hut and open the trunk. Get the 8 face stone cubes. Then return to the
inner chamber of the pyramid (where you found the painting).
You should now place the stone cubes in the door portals. Left of the door,
the top should be two smiling faces, looking inwards and the bottom should
be two frowns, facing outwards. Right of the door, the top should be two
frowns facing outwards and the bottom should be two smiles, facing inwards.
The right combo opens the door at the top of the stairs outside. Go there
and see the Mayan heads along the walls. Touch a crystal in one of the
mouths and see the color is changing... Return to the Mystic and ask him
about this. He'll give you a medallion (purple stone).
AHAGGAR MOUNTAIN, ALGERIA
Go to the reading compartment and use the purple stone medallion on it. Use
the helmet and hear Pol Ro's story. This transmission tells you that to
enter his tomb, you need the Levitium finder, fully charged and you need to
solve the logic problem of the colored crystals in heads on walls in the
pyramid. Remove the medallion from the compartment. If you click on it in
inventory, it'll repeat instructions.
YUCATAN, CENTRAL AMERICA
Go to the top room of the pyramid and set the colored crystals:
1. Black head with blue crystal
2. Blue head with red crystal
3. Red head with green crystal
4. Green head with black crystal
5. Yellow head with yellow crystal
Enter the tomb and get the crystal from the altar.
STONEHENGE, ENGLAND
Go to the central rock and put the Levitium finder on central rock. Use the
crystal cube on it. Click on this stuff, to pick it up, when color shown is
yellow (with the delay , this will really pick it up when color is red).
Inventory should say that you are carrying a "recharged Levitium finder".
YUCATAN, CENTRAL AMERICA
Return to the tomb in the pyramid. Use the charged Levitium finder with
octagon-hole in tomb. Inside the tomb, pick up the metallic dolphin disk.
Exit.
RUM CAY ISLAND, CARIBBEAN
Go to the pier and tell your story to the sailor. He'll take you to the
ocean again. Have a dive!
ATLANTIS, SUNKEN CITY
At the bottom of the ocean, go to the screen right to the gate. Use dolphin
disk in portal lock and enter. See the broken control panel near the door.
Try to open the door.
Open the drawers in the large file cabinet. Then use file cabinet to climb
to pipes. This might cause some difficulties. Click on the right side of
the cabinet, on the second spot of light from the bottom. Walk to the air
vent on your right, and use your press pass on the vent. Return to the door
and talk to Helen.
Take the elevator up to prison room. The prof should give you key to filing
cabinet that holds instruction to the canister mechanism on lower floor.
Ask the prof how to free him and you should hear about "they have key" and
"need something to knock them out from far away." Go to air vent and use
it, to overhear their conversation.
Return to Helen. Use key (from prof) to open drawer in small cabinet to get
instructions. Look at them. The white one is the general instructions and
each color is the code for that colored/ disk door. Return to mechanism on
lower floor.
How to use the mechanism? Under each canister, there's colored buttons. A
colored button sends the contents of that canister to the canister of the
button's color. A black button empties that canister and a white button
fills is completely.
Open the blue door:
1. Red canister: press white button to fill red canister.
2. Red canister: press green button to send contents of red canister to
green canister.
3. Green canister: press blue button to send contents to blue canister.
4. Green canister: press black button to empty green canister.
5. Red canister: press green button to send contents of red canister to
green canister.
Go to the blue room and use the lever to open the door. Take the container
of water and open the airlock room with the control.
Open the red door:
1. Fill red.
2. Send red to green.
3. Send red to blue.
4. Send green to red.
5. Send blue to green.
6. Send red to blue.
7. Send blue to green.
8. Empty blue.
9. Send green to blue.
10. Empty blue.
11. Send red to blue.
Go to the room and open it with the lever. See empty fridge and take a
little bottle with white powder from the table. Take the alcohol.
Open the green door:
1. Fill red.
2. Send red to green.
3. Send red to blue.
4. Send green to red.
5. Send blue to green.
6. Send red to blue.
7. Send blue to green.
8. Send green to red.
9. Send blue to green.
10. Send red to blue.
11. Send blue to green.
12. Send green to blue.
13. Empty blue.
14. Send red to blue.
15. Empty blue.
16. Send red to blue.
Go to the room and open it with the lever. See the scheme of the pump and
the rubber valve. Use the empty syringe with the rubber valve and fill it
with chlorine.
Return to the professor and show him the chlorine, the syringe, the bottle
of alcohol, the lime bottle and the distilled water. He tells you that you
have the makings of chloroform.
Go to the Laboratory (red door) and use the water, lime and chlorine with
beaker. Use the thermal device. Look at the beaker. This is lime chloride.
Use the empty jar with beaker valve. Use the valve. Use the alcohol with
the jar of lime chloride. You now should have a jar of chloroform. Go back
to the professor and talk to him. Use the jar of chloroform with the air
vent outside the control room (automatic). Use the door lever and then
enter the room. Take the small key on the wall on your right. Return to
prof and use the key on the handcuffs. (automatic) Go back into the control
room and open the small doors on each side of control desk. Take the small
weight from the door on left to disable gyroscope.
Go to the decompression chamber and discover the lever dilemma. Use the
plumb line with the water container. Go to lab room. Put container in
refrigerator. Go back to the decompression room and close the door and then
open door again. Go back to the lab and take the frozen container back to
decompression chamber. Use the frozen container on the control lever. Use
the small weight on this set-up.
Finally, the quest is over!
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Solution #2 for Ark of Time
- A Basic WalkThru - by Mary McBride
Note: This walk-thru is written from my notes, after playing the game
just one time thru. I did *not* play it again to de-bug walk-thru (so I
may have missed a detail) or to see if a more efficient approach were
possible, i.e., if more could be done at a location at one time. This
walk-thru reflects the way I played the game and the way I made
discoveries, as I played.
Caribbean
After talking to editor, leave office and (map screen) go to Carib
Island. Talk to painter and get cup. Go Right to museum. Try to use cup
with fountain, tap can't be used without knob.
Enter museum. In Gallery, notice the Pirates wall hangings and the
compass set on East (with message about South wind). Go up stair's to
gunnery. Notice cloth in wall and the shield on wall that seems like it
should turn. Go thru alcove to library. Open window (see car below) look
at ancient book and read letter in it. Return to painter and ask about
Pirate.
Go to Beach: See flat rock in lower left of screen, with crack in it and
crab crawling around. Open bungalow door and examine jacket (piece of
cloth missing). Take the dirty mug and Mexican corn. Read Prof's
note....about ancient tomb and church.
Return to museum. Use corn with fountain tap. Use cup with fountain.
Take clear water to Painter (she "owes you one."). Take dirty pot back.
Go to boat pier: Talk to sailor (learn about brother Tobias and his hunt
for pirate's treasure). Get professor's magnet. Return to museum. and go
to open library window. Use dirty water out window. Then use magnet on
pirate compass (south) then go to gunnery. Turn shield on wall. Pick up
piece of cloth and then enter passage to hidden room.
Hidden room: Pick up dagger. Take and read Columbus Manuscript. Open
trunk with rags sticking out. Take Pirate's parchment.
Go to pier and talk to sailor again. Show him manuscript and find out
about his good luck crab. Bargain for trip.
Go outside museum. Use dagger on gum tree. Use bungalow mug on resin.
And get fresh water again for painter.
Go to beach. Use resin on flat rock and then use crab bait. Walk away.
(crab emerges and gets stuck). Pick up crab.
Go to painter: use crab. Use pot of clean water. Use crab again. Give
rum and get crab.
Go to pier: Give crab to sailor and go diving.
The Dive
Go screen Left to "sub/ship". in lower right corner of ship, discover
compartment. Take the black box.
Go all the way to screen Right to see gate, portal and "machine" with
slot for entry.
Return to mooring rope. Use mooring rope to return to map. (You won't be
coming back here until almost at the end of the game.)
London
Return to London and use black box with your editor. Listen to the
recording. Map now has church on it. Go to church.
Go all the way to screen Right to find the cat and ladder and girl. Talk
to her. Go back left and take leaky bucket.
Go around behind church corner to Farm. Use cloth with resin cup. use
sticky cloth with bucket. Use bucket with cow to get milk. Return to cat
and use milk on cat. Pick of cat. Use cat on broken window in church.
(automatic scene) Use ladder.
Inside Church
Take urn with ashes. Unbolt door. Take bolt. Look at confessional booth.
"use" confessional booth. Use bolt on booth to pry it away from wall.
Enter secret passage.
Notice rat that's lurking under stairway, near iron bars.
Walk into the archeological dig "tunnel". Look at hieroglyphics on wall.
Use urn/ashes on hieroglyphics (you may have to use a paper first). Look
at sculpted picture of Stonehenge. Look at sculpted head, like Easter
Island. Look at alcove ..see bones, take medallion.
Exit. Exit church (automatic scene of weather). return inside church and
pick up "strange object" from window rubble.
Exit to map.
London
Map should now have Eastern Island and Stonehenge on it. But go back to
your editor and give him the ash rubbings. He'll recognize dialect and
talk about Prince from Algiers. (puts it on map).
Exit and go to Algier Desert.
Desert Fort
Talk to woman outside tent. Go to other, larger tent. Try talking to him
(get kicked out). Go to fort. Talk to guard. Talk to prisoner. In this
conversation, you should find out abut Holy Man of mountain who could
translate your hieroglyphics (puts cave on map) and he should also give
you a ring for his wife so she will help you.
Go into Bazaar and talk to merchant (can't do much now). Go back to L
(wife) and hive her ring. Enter the tent.
Look at broken pot on floor. See hole in tent wall (caused by bullet).
Exit and talk to L. She should tell you that a crash awoke her. Re-enter
tent and look at base of pole & "take" this hotspot to see bullet
(should be able to line trajectory up with top of fort)
Go back to other tent and try to talk to the guy. Exit and talk to wife
again. Get food for prisoner,
Re-enter fort. Notice locked door directly behind guard in the far wall.
Give bread to prisoner. ask him how food was. He should give you lock
pick.
Desert Mountain/Village
Look at jeep tire marks. Enter building. Talk to holy man (find out that
man with eye patch stole gem that protects tribe -- and that jeep took
off toward "village") Ask him to translate rubbings.
This should tell you about "strange object" from church. Go to the door
in the cave, Lev. locator works. Ask holy man about door. (He'll tell
you about sacred word to open door to cave of mysteries.)
Exit cave and "use" tire tracks to follow thief to village. See jeep.
Notice rusty hole in jeep, above front tire.
Enter butcher shop. Notice little bottle and rat bait. Talk to
shopkeeper .
Go behind building to square and talk to one-eyed man. You can play the
game as often as you want, but there is no reason to play until you have
ability to rig game in your favor.
Return to butcher shop. Ask shop keeper about rat bait. He should let
you take a croquette.
Return to cave area and exit to map and select Easter Island.
Easter Island
Talk to petty thief. It's Tobias, the sailor's brother. Ask about
island. Then exit screen right to statues. Take shell necklace from the
first statue. go screen right (lower corner) to get to lighthouse. Take
glass jar off milestone. Enter lighthouse. You can't do anything with
broken light right now. Return to statues and then take screen right
path (higher up than lighthouse) to take path to Tobias's shack.
Talk to Tobias. Get the island picture from him. Take rubber tubing near
the petrol can. Show the "m" parchment to Tobias. Show him rubbings
paper...he'll tell you about batcave at end of path (off screen left).
Go to path and cave.
At cave, see termite hill and try to enter cave (too dark). Use rat
croquette with empty jar (in inventory). Use bait/jar with termites.
Take jar of termites.
Make way all the way back to airport and exit to map. Go to Stonehenge.
Stonehenge
See standing rocks and notice central rock. Nothing to do here now. Go
To (upper screen left) to worker's hut. Talk to worker. Use lockpick on
hut door and enter. Take metal file from table and take plumb line from
boxes in right corner. Exit back to map and return to Desert.
Desert
Talk to wife and ask her if she knows magic word for cave door. (royalty
knows it.)
Ask guard why turret is closed. (locked door). Talk to prisoner and ask
him if he knows the magic word for the cave of Mystery. He does, and
makes a deal to tell you if you save him.
Create a snake by combining the rubber tubing, the plumb line and the
shell necklace. use this fake snake on camel. Go into first tent and
tell man that his camel, bolted. he send you to Bazaar merchant. Go to
Bazaar and deliver message. He leaves (but you still can't get past
dog).
Leave Bazaar and take dish of dog food from open cell -- do NOT feed
this to dog until you can put drug in it.
Go to (now) empty tent of man and take shoe. Notice rifle. Leave and go
back to cave.
Use metal file on "strange door" to get filings of the lev. metal.
Exit to map and go to Carib Island.
Carib Island
Talk to painter two times. Give her photo of Easter Island. Give her "M"
parchment to use as canvass. Go to pier and tell sailor that you've
found Tobias. Exit and go back to Desert Cave
Desert
Go to Village beyond the cave. Enter butcher shop. There should now be a
piece of meat on dish on counter. Talk to butcher. You should find out
that this is a camel carcass. Use jar of termites on the hunk of meat.
After shopkeeper faints, take narcotic powder and the rat bait.
Go to Fort and use narcotic on dish of dog food. use on dog. Take small
safe. Enter door and notice large safe. use chest -- it moves to reveal
a passage. Enter.
Take the silencer from floor. Use wall-steps to go to roof. Take
cartridge case. Take telescope lens. Use shoe from tent with footprints
in the corner.
Return to fort area and talk to guard. You should be starting to tell
him about evidence. But he still needs more proof. Exit to map.
English Church
Return to the archeological dig below church and find rat -- either
below stairs or all the way at the iron bars at right end of dirt floor.
Use rat bait on rat. Take the sleeping rat. (you won't need him for
quite awhile!). Return to map and go to Easter Island.
Easter Island
Go to Tobias' hut and give small safe to him "to crack" He tell you
combo is 517. "use" safe and it should open. Get key inside. Return to
Desert Fort.
Desert
Go to fort and use duplicate key on jeep which is once again parked by
jail cells. Take contents of jeep -- drive belt and flares. With back
hatch open, you can now see license plate 517 - 462. (First number
should be familiar). Enter Bazaar and hear two conspirators talking.
Listen to tale of death of cursed camel. Follow them to back door and
"use" door to observe them and hear their plot and about their contract
-- which is in large safe. When they go down passage, go to large safe
and use combo (462) to open. Just set each number by using dials. Take
contract.
Go talk to guard. this conversation "gives" the guard the rifle (you
can't do it directly). Then give him silencer. Then talk to him about
plot and then show him contract. You get key to free Prince (automatic
scene). You get magic words of Open Sesame.
Return to cave. and tell him sacred command. Go to inner cave and hear
bout myth of gods fallen from sky. Notice mechanism, compartment and
hole. Exit and return to map. Go to Stonehenge.
Stonehenge
Go to construction yard (worker shack). Use drive belt (from jeep) with
worker. (automatic scene) Once he's on the phone, you can click anytime,
while he's talking, which "releases" you to leave shack. You lever on
tractor to lift stone. Enter underground room.
Take strange green object off pedestal and take thin bronze tube and
take cracked crystal from center altar . You can now combine tube with
cartridge case to create a make-shift blow pipe. Return to yard and then
to map. Go to Easter Island
Easter Island
Go to lighthouse and enter. Use flares (from jeep) in lamp holder. Turn
handle to shine light on cave. -- but now air balloon block light from
reaching cave. Exit back to map and go to Carib Island.
Carib Island
Get completed picture from painter. Take this fake treasure map back to
Tobias at his shack.
Easter Island
Give fake treasure map to Tobias (automatic scene). Enter hut. Take
chrome paint can and car jack and shard of glass that's in broken window
over washing machine. Leave hut and use gas burner on balloon to deflate
it. Go to bat cave.
Enter bat cave (now lit by lighthouse). See graffiti, fountain and stone
head carved in cave. Notice small hole inside mouth of head.
Use rubber tube with fountain, to divert stream of water, and enter
secret passage. Pick up ancient parchment, use car jack with tombstone.
Take medallion.
Return to head statues and talk to digging Tobias. Exit to map and go to
Desert
Desert
Return to the inner cave and use Magnetium object (from Stonehenge
underground) on hole in mechanism. Doesn't power up. Holy man should
tell you about sacred gem that was stolen, again.
Go to Village
Use telescope lens on rusty hole in jeep to start burn-through to tire.
Go around to square and start to play game with crook. (automatic
scene). Take mother-of-pearl snuff box under middle cup -- you can't
take the wooden boxes under other cups. With box in inventory, use lev.
filings with it. use this with dirty cup on table to return it to
position. Crook should return.
Ask to play (automatic scene....keep playing) He gives you gem.
Return to inner cave and give gem to holy man (automatic scene)
Mechanism is now powered up. "use" helmet to see transmission from
medallion that is *already* in the compartment. (don't worry about
instructions for reading other medallions, all you'll have to do is
insert them and use the helmet).
Open compartment and remove the medallion (that was already there, that
you just heard) and insert medallion from Batcave. Use helmet. After
this transmission, use parchment from her tomb and you should "see"
coordinates that put Yucatan on map.
Open compartment and remove this medallion and insert medallion from
Church. This gives you instructions on how to recharge to Lev. finder at
Stonehenge-- (Lev finder on center stone, put crystal cube on finder and
when Red color, it's charged...take finder away.) Exit to map and go to
Yucatan.
Yucatan
Look at sunbleached rock and at plants. Go off screen R to Mystic's hut.
Look at marks on stone idol outside hut -- these are a musical score.
Talk to Mystic..."come back with precise question"
Go back to forest and exit screen left ("above" rock) to Pyramid. See
boa constrictor by Mayan Head. Go to (chamber) door "behind" Mayan head
...see 4 buttons and push them to learn that they control movement:
left up right down
Return to Mystic's hut and talk to him about what you have discovered.
He tells you secret for entering pyramid: you need a snake, a yellow
flower of sun, egg of bird and bone of animal cursed by man (this last
item should remind you of your desert carrying-ons)
Return to pyramid and approach boa. Use sleeping rat on it. Take snake.
Go around behind (left corner) or pyramid and see nest us by top of
pyramid. Use make-shift blow pipe (bronze tube combined with cartridge
case) with nest. Examine fallen nest and take egg. Return to forest
area.
Use chrome spray with shard of glass (from Tobias' cabin) to make
mirror. Use mirror on sun-drenched rock to turn flower yellow with sun.
Pick the flower. Return to mystic with snake, egg and flower. Exit to
map and go to Butcher shop in Desert Village.
Butcher Shop
Talk to butcher. Look at thigh bone. Talk to butcher again and buy the
bone. Take bone. Return to Yucatan.
Yucatan
Go to mystic and give him gone. (automatic). Talk to mystic when he
finishes (you now have musical pipe in your inventory). use pipe with
Marks on Idol to play the pipe.
Go to snake room in pyramid and move mechanism ..up, up, right, up, up,
down, up. this opens back door of pyramid. Exit and go around to now,
opened, door. See painting of medallion being thrown into water. Return
and ask mystic about drawing (automatic) Exit on path to Lake that now
appears. You can't get past croc.
Metal Net
Easter Island: go back to digging Tobias and talk to him. (automatic
scene).
Carib Island: go back to sailor on pier and tell him Tobias found
treasure. He leaves. Take metal net and return to small lake in Yucatan.
Yucatan:
Use metal net with croc. Notice stone idol by lake -- and the way the
faces are facing. Go tell mystic that you have trapped croc. Enter his
hut. Open his "coffer" trunk, see and take the 8 stone faces. Return to
back of pyramid and enter inner chamber.
Place faces in 4-square tile openings, on either side of door, to match
to stone idol.
1. top is two smiles, facing inward toward each other and bottom is two
frowns, facing outward
2. top is two frowns, facing outward and bottom is two smiles, facing
inward toward each other.
This opens door at top of stairs in the front of the pyramid. Go to it.
See heads/masks along the wall. Notice that touching crystal in mouth
changes its color. Nothing you can do now.
Return and talk to mystic. Ask him about his swim, he will give you
medallion. Ask about crystals. Exit to map and go to desert cave of holy
man.
Desert Cave
Take medallion to reader mechanism. Use in compartment. Use helmet.
This transmission tells you that to enter *his* tomb, you need lev
finder, fully charged and you need to solve the logic problem of the
colored crystals in heads on walls. After transmission, remove medallion
from mechanism. If you click on it in inventory, he will repeat the
logic rules.
Pyramid
Return to pyramid mask room and set crystals in head/masks:
Head Black Blue Red Green Yellow
Crystals Blue Red Green Black Yellow
Enter tomb and take (uncracked) crystal cube from altar. Exit and return
to map and go to Stonehenge.
Stonehenge
Go to central rock. Put lev. finder on central rock. Use crystal cube on
it. Click on this stuff, to pick it up, when color shown is yellow (with
the delay , this will really pick it up when color is red). Inventory
should say "recharged lev. finder" Return to tomb in pyramid. Use
charged lev. finder with octagon-hole in tomb. Inside tomb, pick up
dolphin disk. Exit and go to map and go to Carib. Island.
Carib
Go to pier, sailor should be back. Talk to him. After he tells you
story, ask him to take you out to ocean again.
Atlantis
At bottom of ocean, go screen right to gate. Use dolphin disk in portal
lock Enter (automatic)
See broken control panel near door. Try to open door -- dialog with
occupant.
Open drawers in large file cabinet. Then use file cabinet to climb to
pipes. Walk to air vent on right, and use your press pass on vent.
Return to door and talk to Helen.
Go down hall on screen left to elevator room. Read journal near
skeleton. Use button to go down. Notice 3 locked doors to screen right,
with colored disks above each. Also notice canister mechanism to screen
left. Take elevator up and up again -- to prison room. (automatic scene)
He should give you key to filing cabinet that holds instruction to
canister mechanism on lower floor.
Ask prof how to free him ..you should hear about "they have key" and
"need something to knock them out from far away." Go to air vent and Use
it, to overhear their conversation.
Return to Helen. Use key (from prof) to open drawer in small cabinet to
get instructions. Look at them. The white one is the general
instructions and each color is the code for that colored/disk door.
Return to mechanism on lower floor.
Mechanism:
Buttons under canister send contents of above canister to the canister
of that (button's ) color.
Red: White fills Red canister (only when all are empty) with 8 units
Green sends liquid to Green (up to 5 units)
Blue sends liquid to Blue (up to 3 units)
Green: Red sends liquid to Red
Black empties Green canister
Blue sends liquid to Blue (up to 3 units)
Blue: Red sends liquid to Blue
Green sends liquid to Green canister
Black empties Blue canister.
Blue Door: Code of Red/0 Green/3 Blue/3
Fill Red (white button). Send Red to Green. Send Green to Blue & empty
green. Send red to Green.
Go to room and take water. Use control to open airlock door. Exit room.
Red Door: Code of Red/0 Green/2 Blue/2
Fill Red. send red to green. Send red to blue. Send green to red. Send
blue to green. Send red to blue. Send blue to green. empty blue. send
green to blue. empty blue. send red to blue.
Go to room. See empty frig, take container of white powered lime. Take
alcohol. See beaker and beaker valve and thermal heating device.
Green Door: Code of Red/0 Green/1 Blue/1
Fill red. Send Red to Green. Send Red to blue. Send green to red. send
blue to green. send red to blue. Send blue to green. send green to red.
send blue to green. send red to blue send blue to green, send green to
blue. empty blue. send red to blue. empty blue . send red to blue.
Go to room. see pumps schematic and notice pipe with rubber valve. This
pipe is liquid chlorine. Use empty syringe with rubber valve to get
syringe full of chlorine.
Professor
Return to professor and show him chlorine, syringe, bottle of alcohol,
lime bottle and distilled water. He tells you that you have makings of
chloroform. Instructions:
Put water, lime and chlorine in beaker and boil. (you get salts of lime
chloride)
Dissolve these salts in alcohol.
Laboratory
Use water, lime and chlorine with beaker. Use thermal device. Look at
beaker. This is lime chloride. Use empty jar with beaker valve. Use
valve. Use alcohol with jar of lime chloride. You now should have jar of
chloroform.
Professor
Go back to professor and talk to him. Use jar of chloroform with air
vent outside the control room (automatic) Use door lever and then enter
room. Take small key on wall on right. Return to prof and use key on
handcuffs. (automatic) Go back into control room and open small doors on
each side of control desk. Take small weight from door on left to
disable gyroscope.
Escape
Go to decompression chamber and discover the lever dilemma.
Use plumb line with water container. Go to lab room. Put container in
refrig. Close door and then open door. Take frozen container back to
decompression chamber. Use frozen container on control lever. Use small
weight on this set-up.
Rest is automatic...
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