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The game starts with an intro sequence, that explains the situation, and
leaves you the proud owner of a "Jump-suit" fitted with various goodies. You
are in the living room, of Gage Blackwood (yourself), nine years in the
future. There are a total of seven major sites visited during the game. These
are:
1) Living Room
2) Mayan Temple
3) Richard I's Castle
4) Leanardo da Vinci's studio
5) Space Station
6) Disused Missile Silo
7) Alien Spacecraft
Many dozens of other locations, are visited inside each of these, in some
cases, these form complete seperate parts, inside the above scenes. The game
book, gives you the instructions, on how to use the video viewer console, and
I will assume that we start from here.
I use the code F=forward, R=right, L=left, U=up, D=down for movements from now
on. Note, that at some points, animated sequences are played at certain
locations in the game, and that you must wait for the animations to finish,
otherwise movements etc., can get missed!. Also, do save your game regularily,
dying is the easiest part of this adventure. I have tried to split the text up
into sections, so that you do not have to read it all, just to find a hint!.
Note that, when items are 'used' in scenes, their icon changes shape, when you
are over the correct spot, makes it easier to ensure that you are in the right
place.
Gage Blackwood's house, at start:
Read news items, note down product id's for :-
1) Cheese Girl
2) Translator Bio chip
3) Gino Album
You get points at the end of the game for 'research', so reading all the news
is worthwhile. Stand up, turn left, forward, look down. On your left, is the
remote control. Pick it up. Walk out of video booth, turn left, walk forward
to shelves with china, and models on them. When level with the shelves, turn
towards them. Look at all the models, the human model, gives you more
information. Turn away from shelves, walk across room to desk, turn right at
the wall. Look down at the desk, look at the 'videophone' on the right hand
end of the desk. This gives more information.
Look at the papers on the left end of the desk, more information. Back away
from the desk, turn right, forward one step, right again, forward. You should
be facing an object looking rather like a microwave oven, this is the domestic
replicator. Pressing POWER, then MENU, then SHOPNET, allows goods to be
purchased. Use the numbers recorded in the video booth, items are delivered to
the 'Post box', and should then be replicated. To do this, go back to the
first menu, select 'post-box', then double click on the item, and click on the
'replicate' button. After the item has been replicated, simply look away, and
back again, to get back to the front panel. There are many other items, that
can be touched or looked at, in this room, but no more are needed at the
moment.
Arthur the AI - first visit to Farnstein lab:
From the inventory at the bottom of the screen, select BioChip - JUMP, click
on this, and then select the jump menu from the right of the screen. This is
the method used to select all the chips in your suit. Select the
lastdestination, Farnstein lab, then read the MISSION BRIEFING. You should
read each briefing, before jumping to any destination.
The space station is depressurised, so you should not waste time once you
arrive. Jump to the station. Look at the cheese girl information screen
(select, then click on the magnifying glass). Grip the cheese girl package
(click and drag), and move it into the main screen, level with the space
station, just right of centre. release it here, this ejects cheese spread to
propel you to the station. Move LDF. Keep going forward to the airlock at the
end of the corridor. Touch the centre of the airlock door, to open it.
Move FLL again. Pick up the metal bar in front of you. turn back round (LL),
and go forward. At the other door, select ULF. This puts you in front of the
enviromental control panel. Look at it. The schematic, shows the space
station, and you are at the top right, in the 'Capacitance array' Double click
to pressurise this room. Move LUF. Open the airlock door. Move forward into
the 'Docking bay'. Movements are: RFRFLFLLLFRRFLFRF. This should put you in
front of the 'Scanner room'.
Open the door, and go forward. After the initial scan, agree to Arthur
scanning you. Then agree to his 'deal'. Go UFU. Enter the door release code
that he gives you. After decompression, touch the centre of the green door.
There are two (mirror image) sequences to open the lock. At any point only one
disk of each colour can move. Starting with green (G) the sequence is:
GRRGGGRRRGGGRRG. this opens the access to Arthur, and he now helps you through
the major part of the game.
Getting to the caverns under the Mayan temple at Chichen Itza:
Now time-jump, destination Chichen Itza, the Mayan temple. At the temple, you
should not try to leave the temple complex, if you do, you will be killed.
Starting from where you arrived, select BioChip - Translate, move FRU. Read
the inscriptions. Repeat this on the three outer walls of the shrine(DLFRFRU
*2). Then DLFRFR. The sequence that follows, gets you from the Mayan temple
above ground, to the caves beneath. This is needed several times in the game,
and when needed again, I will just ask you to 'go to the Mayan caverns'.
Now enter the shrine building, FLD, pick up ceramic dish. Look UU, read the
inscriptions. Repeat this, for all four inner walls. Make a note of the
inscription over the entrance doorway, you will need this latter. Turn to face
the two dials at the rear of the shrine. Look at the dials, these function as
a combination lock, the combinations that work, are the pairs listed on the
right hand frieze, 8- water etc.
Set one such combination on the dials. Step away, move
RRFD. Put the ceramic dish, on the statue in front of you. You will drop
through a trapdoor, into the caves beneath. This is the end of the sequence
'go to the Mayan caverns'. This time, move FD, and pick up the copper
medallion, that is just right of the skeleton on the floor. If you wish to
look around further, you can, but access to the other doors in this section,
cannot be made until you have picked up some items in the other time zones.
Making the key at Chateau Galliard;
Now jump to Chateau Galliard. After the introduction scene, move FD, pick up
the arrow. Now move URRFFFFDFULFR, this puts you at the door to a walkway,
open the door, and move FRFFLFRD. Pick up the grappling hook and rope. Now go
URFRFFRFFFFL. Stop here. On the
way, if you look round, Arthur will give a lot of information, and even a
joke.
Wait here, till the wall in front of you is destoyed. Then move FRDFRF, open
the door to the smithy. Move FRD, pick up the hammer. Move ULLFRFRFD. You are
facing the forge. On the right hand side, there are two bricks running
horizontally, double click, on the upper of these bricks, and remove it. A
mould for a key is revealed. Place the copper medallion in the dish on the
forge. Click on the wooden bellows handle, at the top left of the screen. The
bellows operate, and the copper medallion melts. Now click on the hanDle of
the pan, the liquid copper, is poured into the key mould, making a replica.
Pick up the copper key. Move URRFLFLFR, open the door, move FFFRFLFRFLD. Now
select the evidence BioChip, and locate the temporal anachronism in the
picture. Your first piece of evidence!.
Entering the keep at Chateau Galliard:
Move RFU, you are wearing a space suit, after all!. Use the grappling iron, on
the window above you. As soon as you have been chased off the tower, by the
knights above you, start climbing again. Do not delay, you will be killed if
you do. When you enter the room in the tower, select BioChip - cloak, and
activate it immediately. Once the knights have left, to look for you
elsewhere, uncloak.
Finding the treasure room at Chateau Galliard.
There are a couple of clues, that I do not look at in this walkthrough, extra
points are awarded at the end, for some clues, but they are not necessary to
the solution.
Starting from the window in the King's bedroom, move FFLF, touch the tapestry.
Now move RRFLFFLDFULF, open the door, move FRFFRD, pick up the letter in the
fireplace. Read the letter (translator chip). Move LLUFD, look at the plan of
the battle. Move LUFRFFD, read the book. Move RUFFD, look at the plan of the
castle. Move RRUFLF, open the door, FFLDFULF, open the door. Your BioChip,
will record the evidence of the other time traveller. Move FLFLD, use the
copper key, move F.
You are now in the secret treasure room, move RD, look at the box, take some
coins from the box. Move URRFRD, select the evidence chip, and move the
crosshairs over the sword case (just left of centre), click on this to
register the evidence. You have now completed this time zone.
Da Vinci Studio - note on the whole.
This zone, cannot be completed, without the hammer from the smithy in Chateau
Galliard, if you are stuck, this is probably your problem.
Da Vinci Studio, the first room:
Jump to Da Vinci studio, move FRFLLD, select evidence chip, look at the paint
marks on the floor, record the evidence. Move UFFD, use the key that is in the
door, keep key, look up, touch door, move F. You will now automatically record
another evidence sequence. Now move LL, touch door, move FRFLF, use translator
chip on the two levers, you need to move them to 'unlock' and 'up'. Look down,
move the wheel to operate the lift. Move ULLFRFRRFDR, push the handle, to move
the lift, at the bottom, move UR, touch the door, and move F. You are now
outside the tower.
Da Vinci Studio, building the seige machine:
Starting from outside the elevator. Move FRFFRD, pick up rope, move ULFFLF,
open door, move FFRFRFLFRFR, pick up the drive assembly. We are now in
Leonardo Da Vinci's workshop, and there are some amusing items to be found, if
you take the time to look around. If you do so, simply re-join this
walkthrough when finished.
Now move RFLFRFFFFD, pick up the wooden pegs, move UR, pick up the wheel
assembly, and then look at the drawing. Turn LLD, place the wheel assembly at
the right hand end of the frame, and the drive assembly on the left. Use the
wooden pegs, on the bottom right corner. Hammer the pegs home. You have now
built Leanardo's 'siege cycle'. Pick up the whole assembly.
Da Vinci Studio, using the siege cycle:
Starting, from where you assembled the siege cycle. Move LUFFLFFD, read the
document about the siege cycle. Move ULFRFLF, open door, move
FRFLFRRFFLFLFRRD, operate the handle in front of you, to turn the catapult
around. Move LUF.
You are now sitting, in the operators position, on a catapult. There are two
knobs, the left hand one pans the machine L/R, whilst the right hand one
controls elevation. Move the left knob right nine times. Move the elevation,
down two. Now pull the central lever between the knobs. If everything is
right, you should be pointing at the balcony railing, on the tower where you
saw the other time traveller.
After firing, the rope should be visible hooked on the railing, and you should
automatically leave the machine. If this does not happen, sight again, and
keep trying. Once the rope is correctly positioned, move LFL. Hang the siege
cycle, on the rope in the top left corner of your screen. Move FF, you should
be on the balcony of the second tower.
Da Vinci Studio, the second tower:
Move FFLD, use the balcony key, that you picked up in the other tower, to
unlock the door. Look U, open the door. Once the other time traveller has
departed, move FRD. Use the evidence chip, to locate the anachronism. Pick up
the lens filter, and click on it's icon, to secure it to your camera. Move
UFRD, read the middle book on the table. If the lens is properly attached, you
will record another piece of evidence.
Do not leave the time zone. Move RUFRFFL, open the cupboard. Pick up the
preserved human heart, in the bottle in the cupboard. You are now ready to
jump from the time zone.
Farnstein Lab, the second visit, getting to biomass processing room:
Return to Gage Blackwood's house (recall button on jumpsuit), walk to the home
replicator (FFFFLFLF), buy a second tin of 'cheese girl'. Jump to the station,
and propel yourself to the corridor, as before. Move LDF. Keep going forward
to the airlock at the end of the corridor. Touch the centre of the airlock
door, to open it. Move FFULF.
This puts you in front
of the enviromental control panel, as before. This time pressurise the
'biomass processing' section, this is the leftmost brown block on the bottom
row. Move LUFRRF, open the airlock, move FFFFFFF. This puts you at the
airlock, at the other end of the corridor, now try to open this airlock door.
Arthur will open this for you. You will be given a small explosive charge.
Once the door is opened, move forward, and press the green button in front of
you. When the vehicle stops, move RRD, open the airlock door.
Move F, press the 'up' button on the elevator. Press 'up' again. Move RRFRD,
pick up the flask, move RF. Press the 'down' button on the elevator. Move R,
look at the control, press control to start a mining cycle. When the cycle has
finished, move RD. Look at the controls in front of you. Put the flask on the
coupling at bottom left. Operate the valve above. Retrieve the flassk, now
step back from screen move RRR, and then press 'up' again on the elevator. At
the top of the elevator, move RRF, and again press the green button to make
the vehicle move.
When you stop, move LLD, open the airlock door, and move FFR. Open the door to
the 'biomass processing', move forward. Attempting to enter this room, without
first pressurising it, will result in death. There is another enviroment
control panel, opposite the entrance to the room, but this seems faulty, and
doesn't let you pressurise the room. The whole sequence, can be done with over
thirty percent of your oxgen reserves remaining, but you don't have time to
hang about.
Farnstein Lab, second visit, inside biomass processing room:
Starting from the entrance to the room, move FFFLD, look at the controls, left
of centre. Now you are looking at a controller, that allows you to 'try out'
the effects of different frequencies, on the sculpture. The dial at top left,
can be turned, by moving your cursor to the top, or bottom edge, and clicking.
Turn the dial, till the display reads '11kHz', and then click on the green
button on the controller. You should get a positive response'. Now step back
from the controller, and move U. Touch the sculpture, which should now 'morph'
into a complex schematic diagram. You have now finished this zone. Now time
jump, and 'go to the Mayan caverns' (see paragraph with this name).
Inside the Mayan caverns, God of War. You must have the bloody arrow, for this
section:
Start at the entrance to the caverns, look down, pick up the skull from the
skeleton. Now move UFFFFFRF. This puts you at the entrance to the shrine of
the god of war. Look over the door, and use the translation chip, look away,
look to the right of the door. Put the bloody arrow, into the opening. Step
back, and enter the doorway. Turn right, and touch the face of the monster on
the shelf, when it opens, insert the human skull into the jaws. face
downwards, and pick up the other skull. Move URR.
Now simply touch the second skull to open the jaws. You have a few seconds, to
complete the following movement. Move RFF. Stop, before the moving spears.
Look left, and insert the skull into this head. This stops the second lot of
spears. Move RFL, pick up the third skull. Move LFR, remove the skull from
this head. Move RR, and insert a skull here. Move RFFR, and insert a skull in
this head. Now move RFFR, and remove this skull. Turn RR, and place the skull
into this head.
Now move RFF, to find yourself at the altar. Look down, and pick up the
obsidian block. Look up, you can read the name of the god above the altar,
then turn RRFFFFFF, touching the door will now open it. Move forward to the
cave.
Inside the Mayan caverns, rain God. You must have the flask full of
water for this section.
Start outside the temple of the god of war, move FFF, and cross the stepping
stones. Look over the door, and use the translation chip. Look away, look to
the right of the door. Pour water from the flask, into this opening. Step
back, and enter the doorway. Keep going forward, till you cross the bridge.
Turn around, walk back across the bridge. Turn around again. The bridge will
transform into a set of swinging sections.
Save the game, before trying to cross. Step forward, just before each part
reaches you, when you step onto the last section, step forward immediately
twice, and into the doorway beyond. At least, that works for me!. Now move
forward twice more, to the altar of the rain god. As before, read the
inscription, above the altar, look down, and pick up the limestone block. Now
re-trace your route, back across the bridge, and to the door. The door will
now open to let you out. Move forward into the cavern.
Inside the Mayan caverns, God of wealth. You must have the gold coinsfor this:
Starting outside the temple of the rain God, move FFLFLF, to the door of the
God of wealth. Look over the door, and use the translation chip to read the
inscription. Look away, look to the right of the door. Place a gold coin in
this opening. Step back, and enter the doorway. Move forward, to the rope
bridge. Cross the bridge, but do not enter the room beyond. This is a trap,
and if you do, you will have to time-jump back to the surface, and re-trace
your steps.
Turn around, move forward once, and look
down. You will see the entrance you require, in the cliff wall under the
bridge. Now move UFLD. In front of you, there is the fastening for the rope
bridge, and another hook built into the stone. Use the coil of rope on this
hook. Move FFF, to the altar of the God of wealth. As before, read the
inscription, above the altar, look down, and pick up the Jade block. Re-trace
your steps, up the rope, and back to the doorway (UFFRUFFF). The door will now
open, and you should exit to the cavern.
Inside the Mayan caverns, the final trial.
Starting outside the temple of the God of wealth, move FLF, to the door of
this section. Again look over the door, and read the inscription, with your
BioChip. Look away. Now look down, and use the evidence BioChip, on the ground
just below the offering slot. Look at the offering slot, and insert the three
pyramid pieces, that you have gained from the other temples, in the following
order: obsidian, jade, limestone.
Move FFFFD. You are standing in front of the altar. Use the evidence BioChip,
on the pool of blood at the right of the altar. Now place the preserved heart
into this pool. The Mayan box, will appear from the right hand pool, touch the
box. Select your translation chip, and look at the inscriptions on the box.
These can be changed, by touching the individual icons. You need to set them,
to what the holy vessel contains, according to the inscription that you read
over the entrance to the temple when you first arrived at the Mayan section.
Now touch the right hand end cap of the box, to open it. Once the animation
has completed, pick up the environ cartridge, and put it in your inventory.
Return, to Gage Blackwoods house.
Gage Blackwoods house, after completing the Mayan temple:
From where you materialize, at this house, move RFRDFRFFLD. Touch the video
projector, and then look at it. Put the environ cartridge, into the video
projector. This plays a sequence, revealing all!. You will be knocked
unconcious, and taken to the disused missile silo.
The missile silo. Arrival:
You wake up, strapped into a chair, with the other agent, who has framed you,
explaining their actions. This sequence takes quite a time, and you can only
wait for it to finish. After a while, Arthur talks to you as well, and
explains that he is trying to sabotage the computer system. Eventually, he
gets into the system, but requires a password.
Read the dosier, on the other agent, in BioChip - files. Look at the profile
on the agents, and then at their interests. Type in the name of their first
recreation. This should be the password. Another animated sequence follows, as
their computer is destroyed by Arthur.
Once you are free to move, go RRFFD, pick up the generator core. Go URRFD,
look at the right hand side of the generator console. Press the button, to
eject the core. Remove the dead core. Look away, and then look back. Insert
the new generator core. This appears to be a bug, as you can't insert the new
core, till you have looked away. Odd. You now have the silo back on line.
The missile silo. Departure:
Starting at the power generator, go URRFFRF, you should be facing the 'gravis
plasma tools' machine. Touch this machine. A control panel will appear, with
two triangular buttons, and a larger 'run program' button. Press the
triangular buttons, till 'transport code' is displayed. Now press the 'run
program' button. A piece of material, will be produced, bearing a numeric
code. Note this code down. You may have to repeat the program, to read it all,
it disappears quite quickly.
Once you have the transport code, turn right, and look at the yellow notice,
at the bottom left of the notice board, in front of you. Make a note of what
this says. Now look away, and look back at the black rectangle in front of
you. This is another video screen. Look at the section, on 'Symbiotry
technology', and listen to the new clip.
Now step forward to the section on 'appeal for dismantling'. In this section,
look for the name of the race, mentioned in the new clip. Click on it's name
(highlighted in red). Read the technical
information on this race. The information, under 'sensory perception' at the
end of this article, should match what you read off the yellow notice. If it
does, note down the 'transport prefix'. If not, look at other races, till you
find the right one.
Leave the video screen. Go RFLFRR, you should be facing the transport machine.
Touch it, touch the screen that appears. Now type in the transport code,
followed by the transport prefix. If this is wrong, it is fatal, so save your
game. Move forward into the transporter. You will materialise, on the alien
spacecraft.
The Alien craft. Destroying the time machine:
Starting, where you arrive, in the matter transporter. You must still have the
lens, used earlier attached to your camera, as otherwise you cannot see. Move
FFLFRFR, cloak immediately. Once the aliens have passed, uncloak. Touch the
fibrous bar, at the bottom centre of your screen, to activate the transport
system. This sucks you through the alien ship, repeat this at the next
intersection.
At the end of the transport tube, go FRFL. Look at the upper right hand
nodule, in front of you. Touch it. You should see the Mediaeval sword inside.
Use the explosive charge, that you received at the Farnstein station, to blow
the nodule open. Pick up the sword. Back away, and then look at the other
nodule. Touch this to open it, and use the sword to cut it open. Touch the
'cheese girl' container. Back away, go RFL. Repeat the opening and cutting
sequence, an keep moving round the room the same way. You will pick up: The
interactive sculpture, The Codex Atlanticus, The Mayan Puzzle
Box, and the Environ Chip.
Once you have this, turn RRF. This brings you back to the entrance to the
transport tube. It is worth saving you game again here, as there is an easily
fatal bit to follow. Touch the fibrous bar, to activate the transport system,
and again repeat this at the halfway stop.
When you reach the end of the tube, you will be unable to move, and if you
take more than a few seconds, the aliens will kill you. Use Richard's sword,
to cut the fibrous bar, on the tube ahead of you. This disables the transport
tube, and you are one more able to move. Go LFLF, back to the transporter. At
this point, you will be captured by the Ambassador.
Alien Ship. Escape from the matter transmitter:
This whole sequence, requires reasonable speed. You are trapped inside a
matter transmitter pod, that is about to transport your BioSuit, off you,
leaving you to die in the alien aquasphere.
Remove the 'burned-out core', from your temporal pocket. If you looked at this
core earlier, you would have read a warning, that this can disrupt transporter
beams. Hold the core in the beam around you. The beam disrupts, and traps the
Ambassador, in the pod opposite you. Move forward, and touch the purple
button, on the right of this pod. This sends him off somewhere.
Now move RFRR, into the pod that he arrived in. Touch the purple button, on
this pod to transport yourself to safety. A sequence ends, with you being
mindwiped, and returned to your own time. That's it folks.
I tended to find watching all the news clips a little boring myself, and
skipped some. There are extra points, for looking at these, and all the papers
in Leonardo's time etc. I got 14800/15000, so I've missed a couple somewhere.
Maybe you can find these extra 200 points, by being a little more patient than
me. I hope the text is accurate, but a few errors are bound to have slipped
in.
leaves you the proud owner of a "Jump-suit" fitted with various goodies. You
are in the living room, of Gage Blackwood (yourself), nine years in the
future. There are a total of seven major sites visited during the game. These
are:
1) Living Room
2) Mayan Temple
3) Richard I's Castle
4) Leanardo da Vinci's studio
5) Space Station
6) Disused Missile Silo
7) Alien Spacecraft
Many dozens of other locations, are visited inside each of these, in some
cases, these form complete seperate parts, inside the above scenes. The game
book, gives you the instructions, on how to use the video viewer console, and
I will assume that we start from here.
I use the code F=forward, R=right, L=left, U=up, D=down for movements from now
on. Note, that at some points, animated sequences are played at certain
locations in the game, and that you must wait for the animations to finish,
otherwise movements etc., can get missed!. Also, do save your game regularily,
dying is the easiest part of this adventure. I have tried to split the text up
into sections, so that you do not have to read it all, just to find a hint!.
Note that, when items are 'used' in scenes, their icon changes shape, when you
are over the correct spot, makes it easier to ensure that you are in the right
place.
Gage Blackwood's house, at start:
Read news items, note down product id's for :-
1) Cheese Girl
2) Translator Bio chip
3) Gino Album
You get points at the end of the game for 'research', so reading all the news
is worthwhile. Stand up, turn left, forward, look down. On your left, is the
remote control. Pick it up. Walk out of video booth, turn left, walk forward
to shelves with china, and models on them. When level with the shelves, turn
towards them. Look at all the models, the human model, gives you more
information. Turn away from shelves, walk across room to desk, turn right at
the wall. Look down at the desk, look at the 'videophone' on the right hand
end of the desk. This gives more information.
Look at the papers on the left end of the desk, more information. Back away
from the desk, turn right, forward one step, right again, forward. You should
be facing an object looking rather like a microwave oven, this is the domestic
replicator. Pressing POWER, then MENU, then SHOPNET, allows goods to be
purchased. Use the numbers recorded in the video booth, items are delivered to
the 'Post box', and should then be replicated. To do this, go back to the
first menu, select 'post-box', then double click on the item, and click on the
'replicate' button. After the item has been replicated, simply look away, and
back again, to get back to the front panel. There are many other items, that
can be touched or looked at, in this room, but no more are needed at the
moment.
Arthur the AI - first visit to Farnstein lab:
From the inventory at the bottom of the screen, select BioChip - JUMP, click
on this, and then select the jump menu from the right of the screen. This is
the method used to select all the chips in your suit. Select the
lastdestination, Farnstein lab, then read the MISSION BRIEFING. You should
read each briefing, before jumping to any destination.
The space station is depressurised, so you should not waste time once you
arrive. Jump to the station. Look at the cheese girl information screen
(select, then click on the magnifying glass). Grip the cheese girl package
(click and drag), and move it into the main screen, level with the space
station, just right of centre. release it here, this ejects cheese spread to
propel you to the station. Move LDF. Keep going forward to the airlock at the
end of the corridor. Touch the centre of the airlock door, to open it.
Move FLL again. Pick up the metal bar in front of you. turn back round (LL),
and go forward. At the other door, select ULF. This puts you in front of the
enviromental control panel. Look at it. The schematic, shows the space
station, and you are at the top right, in the 'Capacitance array' Double click
to pressurise this room. Move LUF. Open the airlock door. Move forward into
the 'Docking bay'. Movements are: RFRFLFLLLFRRFLFRF. This should put you in
front of the 'Scanner room'.
Open the door, and go forward. After the initial scan, agree to Arthur
scanning you. Then agree to his 'deal'. Go UFU. Enter the door release code
that he gives you. After decompression, touch the centre of the green door.
There are two (mirror image) sequences to open the lock. At any point only one
disk of each colour can move. Starting with green (G) the sequence is:
GRRGGGRRRGGGRRG. this opens the access to Arthur, and he now helps you through
the major part of the game.
Getting to the caverns under the Mayan temple at Chichen Itza:
Now time-jump, destination Chichen Itza, the Mayan temple. At the temple, you
should not try to leave the temple complex, if you do, you will be killed.
Starting from where you arrived, select BioChip - Translate, move FRU. Read
the inscriptions. Repeat this on the three outer walls of the shrine(DLFRFRU
*2). Then DLFRFR. The sequence that follows, gets you from the Mayan temple
above ground, to the caves beneath. This is needed several times in the game,
and when needed again, I will just ask you to 'go to the Mayan caverns'.
Now enter the shrine building, FLD, pick up ceramic dish. Look UU, read the
inscriptions. Repeat this, for all four inner walls. Make a note of the
inscription over the entrance doorway, you will need this latter. Turn to face
the two dials at the rear of the shrine. Look at the dials, these function as
a combination lock, the combinations that work, are the pairs listed on the
right hand frieze, 8- water etc.
Set one such combination on the dials. Step away, move
RRFD. Put the ceramic dish, on the statue in front of you. You will drop
through a trapdoor, into the caves beneath. This is the end of the sequence
'go to the Mayan caverns'. This time, move FD, and pick up the copper
medallion, that is just right of the skeleton on the floor. If you wish to
look around further, you can, but access to the other doors in this section,
cannot be made until you have picked up some items in the other time zones.
Making the key at Chateau Galliard;
Now jump to Chateau Galliard. After the introduction scene, move FD, pick up
the arrow. Now move URRFFFFDFULFR, this puts you at the door to a walkway,
open the door, and move FRFFLFRD. Pick up the grappling hook and rope. Now go
URFRFFRFFFFL. Stop here. On the
way, if you look round, Arthur will give a lot of information, and even a
joke.
Wait here, till the wall in front of you is destoyed. Then move FRDFRF, open
the door to the smithy. Move FRD, pick up the hammer. Move ULLFRFRFD. You are
facing the forge. On the right hand side, there are two bricks running
horizontally, double click, on the upper of these bricks, and remove it. A
mould for a key is revealed. Place the copper medallion in the dish on the
forge. Click on the wooden bellows handle, at the top left of the screen. The
bellows operate, and the copper medallion melts. Now click on the hanDle of
the pan, the liquid copper, is poured into the key mould, making a replica.
Pick up the copper key. Move URRFLFLFR, open the door, move FFFRFLFRFLD. Now
select the evidence BioChip, and locate the temporal anachronism in the
picture. Your first piece of evidence!.
Entering the keep at Chateau Galliard:
Move RFU, you are wearing a space suit, after all!. Use the grappling iron, on
the window above you. As soon as you have been chased off the tower, by the
knights above you, start climbing again. Do not delay, you will be killed if
you do. When you enter the room in the tower, select BioChip - cloak, and
activate it immediately. Once the knights have left, to look for you
elsewhere, uncloak.
Finding the treasure room at Chateau Galliard.
There are a couple of clues, that I do not look at in this walkthrough, extra
points are awarded at the end, for some clues, but they are not necessary to
the solution.
Starting from the window in the King's bedroom, move FFLF, touch the tapestry.
Now move RRFLFFLDFULF, open the door, move FRFFRD, pick up the letter in the
fireplace. Read the letter (translator chip). Move LLUFD, look at the plan of
the battle. Move LUFRFFD, read the book. Move RUFFD, look at the plan of the
castle. Move RRUFLF, open the door, FFLDFULF, open the door. Your BioChip,
will record the evidence of the other time traveller. Move FLFLD, use the
copper key, move F.
You are now in the secret treasure room, move RD, look at the box, take some
coins from the box. Move URRFRD, select the evidence chip, and move the
crosshairs over the sword case (just left of centre), click on this to
register the evidence. You have now completed this time zone.
Da Vinci Studio - note on the whole.
This zone, cannot be completed, without the hammer from the smithy in Chateau
Galliard, if you are stuck, this is probably your problem.
Da Vinci Studio, the first room:
Jump to Da Vinci studio, move FRFLLD, select evidence chip, look at the paint
marks on the floor, record the evidence. Move UFFD, use the key that is in the
door, keep key, look up, touch door, move F. You will now automatically record
another evidence sequence. Now move LL, touch door, move FRFLF, use translator
chip on the two levers, you need to move them to 'unlock' and 'up'. Look down,
move the wheel to operate the lift. Move ULLFRFRRFDR, push the handle, to move
the lift, at the bottom, move UR, touch the door, and move F. You are now
outside the tower.
Da Vinci Studio, building the seige machine:
Starting from outside the elevator. Move FRFFRD, pick up rope, move ULFFLF,
open door, move FFRFRFLFRFR, pick up the drive assembly. We are now in
Leonardo Da Vinci's workshop, and there are some amusing items to be found, if
you take the time to look around. If you do so, simply re-join this
walkthrough when finished.
Now move RFLFRFFFFD, pick up the wooden pegs, move UR, pick up the wheel
assembly, and then look at the drawing. Turn LLD, place the wheel assembly at
the right hand end of the frame, and the drive assembly on the left. Use the
wooden pegs, on the bottom right corner. Hammer the pegs home. You have now
built Leanardo's 'siege cycle'. Pick up the whole assembly.
Da Vinci Studio, using the siege cycle:
Starting, from where you assembled the siege cycle. Move LUFFLFFD, read the
document about the siege cycle. Move ULFRFLF, open door, move
FRFLFRRFFLFLFRRD, operate the handle in front of you, to turn the catapult
around. Move LUF.
You are now sitting, in the operators position, on a catapult. There are two
knobs, the left hand one pans the machine L/R, whilst the right hand one
controls elevation. Move the left knob right nine times. Move the elevation,
down two. Now pull the central lever between the knobs. If everything is
right, you should be pointing at the balcony railing, on the tower where you
saw the other time traveller.
After firing, the rope should be visible hooked on the railing, and you should
automatically leave the machine. If this does not happen, sight again, and
keep trying. Once the rope is correctly positioned, move LFL. Hang the siege
cycle, on the rope in the top left corner of your screen. Move FF, you should
be on the balcony of the second tower.
Da Vinci Studio, the second tower:
Move FFLD, use the balcony key, that you picked up in the other tower, to
unlock the door. Look U, open the door. Once the other time traveller has
departed, move FRD. Use the evidence chip, to locate the anachronism. Pick up
the lens filter, and click on it's icon, to secure it to your camera. Move
UFRD, read the middle book on the table. If the lens is properly attached, you
will record another piece of evidence.
Do not leave the time zone. Move RUFRFFL, open the cupboard. Pick up the
preserved human heart, in the bottle in the cupboard. You are now ready to
jump from the time zone.
Farnstein Lab, the second visit, getting to biomass processing room:
Return to Gage Blackwood's house (recall button on jumpsuit), walk to the home
replicator (FFFFLFLF), buy a second tin of 'cheese girl'. Jump to the station,
and propel yourself to the corridor, as before. Move LDF. Keep going forward
to the airlock at the end of the corridor. Touch the centre of the airlock
door, to open it. Move FFULF.
This puts you in front
of the enviromental control panel, as before. This time pressurise the
'biomass processing' section, this is the leftmost brown block on the bottom
row. Move LUFRRF, open the airlock, move FFFFFFF. This puts you at the
airlock, at the other end of the corridor, now try to open this airlock door.
Arthur will open this for you. You will be given a small explosive charge.
Once the door is opened, move forward, and press the green button in front of
you. When the vehicle stops, move RRD, open the airlock door.
Move F, press the 'up' button on the elevator. Press 'up' again. Move RRFRD,
pick up the flask, move RF. Press the 'down' button on the elevator. Move R,
look at the control, press control to start a mining cycle. When the cycle has
finished, move RD. Look at the controls in front of you. Put the flask on the
coupling at bottom left. Operate the valve above. Retrieve the flassk, now
step back from screen move RRR, and then press 'up' again on the elevator. At
the top of the elevator, move RRF, and again press the green button to make
the vehicle move.
When you stop, move LLD, open the airlock door, and move FFR. Open the door to
the 'biomass processing', move forward. Attempting to enter this room, without
first pressurising it, will result in death. There is another enviroment
control panel, opposite the entrance to the room, but this seems faulty, and
doesn't let you pressurise the room. The whole sequence, can be done with over
thirty percent of your oxgen reserves remaining, but you don't have time to
hang about.
Farnstein Lab, second visit, inside biomass processing room:
Starting from the entrance to the room, move FFFLD, look at the controls, left
of centre. Now you are looking at a controller, that allows you to 'try out'
the effects of different frequencies, on the sculpture. The dial at top left,
can be turned, by moving your cursor to the top, or bottom edge, and clicking.
Turn the dial, till the display reads '11kHz', and then click on the green
button on the controller. You should get a positive response'. Now step back
from the controller, and move U. Touch the sculpture, which should now 'morph'
into a complex schematic diagram. You have now finished this zone. Now time
jump, and 'go to the Mayan caverns' (see paragraph with this name).
Inside the Mayan caverns, God of War. You must have the bloody arrow, for this
section:
Start at the entrance to the caverns, look down, pick up the skull from the
skeleton. Now move UFFFFFRF. This puts you at the entrance to the shrine of
the god of war. Look over the door, and use the translation chip, look away,
look to the right of the door. Put the bloody arrow, into the opening. Step
back, and enter the doorway. Turn right, and touch the face of the monster on
the shelf, when it opens, insert the human skull into the jaws. face
downwards, and pick up the other skull. Move URR.
Now simply touch the second skull to open the jaws. You have a few seconds, to
complete the following movement. Move RFF. Stop, before the moving spears.
Look left, and insert the skull into this head. This stops the second lot of
spears. Move RFL, pick up the third skull. Move LFR, remove the skull from
this head. Move RR, and insert a skull here. Move RFFR, and insert a skull in
this head. Now move RFFR, and remove this skull. Turn RR, and place the skull
into this head.
Now move RFF, to find yourself at the altar. Look down, and pick up the
obsidian block. Look up, you can read the name of the god above the altar,
then turn RRFFFFFF, touching the door will now open it. Move forward to the
cave.
Inside the Mayan caverns, rain God. You must have the flask full of
water for this section.
Start outside the temple of the god of war, move FFF, and cross the stepping
stones. Look over the door, and use the translation chip. Look away, look to
the right of the door. Pour water from the flask, into this opening. Step
back, and enter the doorway. Keep going forward, till you cross the bridge.
Turn around, walk back across the bridge. Turn around again. The bridge will
transform into a set of swinging sections.
Save the game, before trying to cross. Step forward, just before each part
reaches you, when you step onto the last section, step forward immediately
twice, and into the doorway beyond. At least, that works for me!. Now move
forward twice more, to the altar of the rain god. As before, read the
inscription, above the altar, look down, and pick up the limestone block. Now
re-trace your route, back across the bridge, and to the door. The door will
now open to let you out. Move forward into the cavern.
Inside the Mayan caverns, God of wealth. You must have the gold coinsfor this:
Starting outside the temple of the rain God, move FFLFLF, to the door of the
God of wealth. Look over the door, and use the translation chip to read the
inscription. Look away, look to the right of the door. Place a gold coin in
this opening. Step back, and enter the doorway. Move forward, to the rope
bridge. Cross the bridge, but do not enter the room beyond. This is a trap,
and if you do, you will have to time-jump back to the surface, and re-trace
your steps.
Turn around, move forward once, and look
down. You will see the entrance you require, in the cliff wall under the
bridge. Now move UFLD. In front of you, there is the fastening for the rope
bridge, and another hook built into the stone. Use the coil of rope on this
hook. Move FFF, to the altar of the God of wealth. As before, read the
inscription, above the altar, look down, and pick up the Jade block. Re-trace
your steps, up the rope, and back to the doorway (UFFRUFFF). The door will now
open, and you should exit to the cavern.
Inside the Mayan caverns, the final trial.
Starting outside the temple of the God of wealth, move FLF, to the door of
this section. Again look over the door, and read the inscription, with your
BioChip. Look away. Now look down, and use the evidence BioChip, on the ground
just below the offering slot. Look at the offering slot, and insert the three
pyramid pieces, that you have gained from the other temples, in the following
order: obsidian, jade, limestone.
Move FFFFD. You are standing in front of the altar. Use the evidence BioChip,
on the pool of blood at the right of the altar. Now place the preserved heart
into this pool. The Mayan box, will appear from the right hand pool, touch the
box. Select your translation chip, and look at the inscriptions on the box.
These can be changed, by touching the individual icons. You need to set them,
to what the holy vessel contains, according to the inscription that you read
over the entrance to the temple when you first arrived at the Mayan section.
Now touch the right hand end cap of the box, to open it. Once the animation
has completed, pick up the environ cartridge, and put it in your inventory.
Return, to Gage Blackwoods house.
Gage Blackwoods house, after completing the Mayan temple:
From where you materialize, at this house, move RFRDFRFFLD. Touch the video
projector, and then look at it. Put the environ cartridge, into the video
projector. This plays a sequence, revealing all!. You will be knocked
unconcious, and taken to the disused missile silo.
The missile silo. Arrival:
You wake up, strapped into a chair, with the other agent, who has framed you,
explaining their actions. This sequence takes quite a time, and you can only
wait for it to finish. After a while, Arthur talks to you as well, and
explains that he is trying to sabotage the computer system. Eventually, he
gets into the system, but requires a password.
Read the dosier, on the other agent, in BioChip - files. Look at the profile
on the agents, and then at their interests. Type in the name of their first
recreation. This should be the password. Another animated sequence follows, as
their computer is destroyed by Arthur.
Once you are free to move, go RRFFD, pick up the generator core. Go URRFD,
look at the right hand side of the generator console. Press the button, to
eject the core. Remove the dead core. Look away, and then look back. Insert
the new generator core. This appears to be a bug, as you can't insert the new
core, till you have looked away. Odd. You now have the silo back on line.
The missile silo. Departure:
Starting at the power generator, go URRFFRF, you should be facing the 'gravis
plasma tools' machine. Touch this machine. A control panel will appear, with
two triangular buttons, and a larger 'run program' button. Press the
triangular buttons, till 'transport code' is displayed. Now press the 'run
program' button. A piece of material, will be produced, bearing a numeric
code. Note this code down. You may have to repeat the program, to read it all,
it disappears quite quickly.
Once you have the transport code, turn right, and look at the yellow notice,
at the bottom left of the notice board, in front of you. Make a note of what
this says. Now look away, and look back at the black rectangle in front of
you. This is another video screen. Look at the section, on 'Symbiotry
technology', and listen to the new clip.
Now step forward to the section on 'appeal for dismantling'. In this section,
look for the name of the race, mentioned in the new clip. Click on it's name
(highlighted in red). Read the technical
information on this race. The information, under 'sensory perception' at the
end of this article, should match what you read off the yellow notice. If it
does, note down the 'transport prefix'. If not, look at other races, till you
find the right one.
Leave the video screen. Go RFLFRR, you should be facing the transport machine.
Touch it, touch the screen that appears. Now type in the transport code,
followed by the transport prefix. If this is wrong, it is fatal, so save your
game. Move forward into the transporter. You will materialise, on the alien
spacecraft.
The Alien craft. Destroying the time machine:
Starting, where you arrive, in the matter transporter. You must still have the
lens, used earlier attached to your camera, as otherwise you cannot see. Move
FFLFRFR, cloak immediately. Once the aliens have passed, uncloak. Touch the
fibrous bar, at the bottom centre of your screen, to activate the transport
system. This sucks you through the alien ship, repeat this at the next
intersection.
At the end of the transport tube, go FRFL. Look at the upper right hand
nodule, in front of you. Touch it. You should see the Mediaeval sword inside.
Use the explosive charge, that you received at the Farnstein station, to blow
the nodule open. Pick up the sword. Back away, and then look at the other
nodule. Touch this to open it, and use the sword to cut it open. Touch the
'cheese girl' container. Back away, go RFL. Repeat the opening and cutting
sequence, an keep moving round the room the same way. You will pick up: The
interactive sculpture, The Codex Atlanticus, The Mayan Puzzle
Box, and the Environ Chip.
Once you have this, turn RRF. This brings you back to the entrance to the
transport tube. It is worth saving you game again here, as there is an easily
fatal bit to follow. Touch the fibrous bar, to activate the transport system,
and again repeat this at the halfway stop.
When you reach the end of the tube, you will be unable to move, and if you
take more than a few seconds, the aliens will kill you. Use Richard's sword,
to cut the fibrous bar, on the tube ahead of you. This disables the transport
tube, and you are one more able to move. Go LFLF, back to the transporter. At
this point, you will be captured by the Ambassador.
Alien Ship. Escape from the matter transmitter:
This whole sequence, requires reasonable speed. You are trapped inside a
matter transmitter pod, that is about to transport your BioSuit, off you,
leaving you to die in the alien aquasphere.
Remove the 'burned-out core', from your temporal pocket. If you looked at this
core earlier, you would have read a warning, that this can disrupt transporter
beams. Hold the core in the beam around you. The beam disrupts, and traps the
Ambassador, in the pod opposite you. Move forward, and touch the purple
button, on the right of this pod. This sends him off somewhere.
Now move RFRR, into the pod that he arrived in. Touch the purple button, on
this pod to transport yourself to safety. A sequence ends, with you being
mindwiped, and returned to your own time. That's it folks.
I tended to find watching all the news clips a little boring myself, and
skipped some. There are extra points, for looking at these, and all the papers
in Leonardo's time etc. I got 14800/15000, so I've missed a couple somewhere.
Maybe you can find these extra 200 points, by being a little more patient than
me. I hope the text is accurate, but a few errors are bound to have slipped
in.