Timelapse чит-файл №2

EASTER ISLAND, Present Day:

After watching the intro, the game starts with you facing some
stones. From here on, "right" means your right hand side and
"left", your left hand side. So, turn right, advance, turn right,
advance, get the camera, retreat and go back to the stones. Turn
your back on them and follow the path. Get close to the statue
you'll see on the right and retrieve the journal. Get back on the
path and follow it. At the T-junction, turn right and advance
examining each of the three statues in turn - make a sketch of the
symbol at the foot of each statue and then advance to see the glyph
on their chests. Clicking on the chests produces the glyph again,
in case you've forgotten it. Save the camara for later, if you can.
                               
When you have done this and know the three symbols and the
corresponding glyphs, turn right and follow the path to the camp.
Keep advancing till you are in front of the table. Click on it to
get a close up. Take a piece of paper from the left and place it on
the stone. Grab the pencil and bring it over the paper. Three more
symbols with their glyphs will appear. Again, record them. Step
back and turn to the right, facing the side table, and advance
close. Examine the instructions to light the lamp (take a photo or
make a note) and get the matches.

Back off and turn around. Follow the sandy path to your left. You
can get a close up of the items on the oil drum, but I could not do
anything with them. Perhaps the clear message on the bottle has
some meaning which escapes me just now - not that it mattered in the
long run. Continue along the sandy path till you come to the cave.

Enter it and advance till you come to the lamp.

The Lamp puzzle:
---------------

Click on it to get a close up and remember the instructions by
consulting your notes or the photograph you took.

1. Place the hand icon over the TANK PUMP to the left and actually
move it up and down till you hear it click ten times. Make sure you
leave it in the DOWN position, i.e., not sticking up as when you
started.

2. Click it on the PRIMER VALVE (the little lever to the bottom
right) once to get it in the UP position.

3. Turn the GAS KNOB to the UP position by clicking on it twice.

4. Take a match from the box by placing the hand icon on it and
then drag the match along the side of the box to light it. Without
letting go of it, apply it to the MANTLE so that it lights.

5. Click once on the PRIMER VALVE to put it in the DOWN position.

When you've done, the lamp will be lit and you can proceed.

Keep going till you come to a spot where you can turn left and
right. Look at the statues on the right. Turn left and advance.
Click on the stone face and there will be an outflow of lava: a
mask will appear on it. Examine the glyphs on the eyes of the stone
face. Click on the stone bowl and water will cool the mask. Take
it. Turn around and go to the statues. Put the mask on the hand
directly below the symbol which corresponds to the glyph on the
eyes. If you make a mistake, the mask will disintegrate and you'll
have to start again.

Go back to the stone face. Change the glyph (and so, the mask) by
clicking on the left or right eye. Again, click on the bowl to cool
the mask and retrieve it. Back to the statues and place the new
mask on the hand under the correct symbol. Do this till you have
all six in position, turn to the left and you will see a face with
glowing eyes on the rock in front. Click on it and you'll be
through to the time machine.

Advance till you get right up close to the globe. You will receive
a message from your mate. You might like to save here. Click on
the first symbol to the left (the scarab) and then on the globe.
You will be transported to...


ANCIENT EGYPT:

Turn right twice and advance to the pool. The water talks to you.
Advance some more to see the bottom of the pool. No need to record
what you see, it is drawn in the journal. Back off and turn right
to head for the pyramid. Have a look around (a statue obligingly
tells you to find a scarab) and enter it. You will find a door with
a combination lock on it.

Return to the spot from where you stared. Turn left and head for
the barge. Have a good look around so that you know where
everything is. Clearly, you have to go elsewhere to find out how to
open the combination lock and you need to use the barge, at the
moment immobilized inside a gate. Look inside the well and make
sure the bucket is right under the spout by moving the lever on the
top. Go around the stonework construction till you are on the
river, turn to the left and you will see a hanging basket. Click on
it FOUR times, so that the water it contains is emptied. Walk
around to the well. Pull the lever on the right. Look inside. The
bucket should contain water and remain under the spout. Pull the
lever at the top so that the bucket hangs straight down. Back off,
turn left and then go to the end of the dock. Turn left and advance
to see a lever. Pull this to the left (don't just click on it, drag
it). Go to the well and pull the lever at the top to put the bucket
back under the spout. Go back to the basket.

Use the basket TWICE. Go to the well and pull the lever on the
right. Look in - the bucket should be full. Back off, pull the
lever on the top. Go back to the dock and to the lever. Pull that
to the left and the gate will open. Get on the barge and walk to
the front of it. You sail off.

When you get to the Temple, step off the barge and turn right
around. Get the spear. Turn right around, advance and you will be
greeted by a crocodile. Now, this is tricky. When the croc moves
his head to the left, point the spear at a spot on his neck, by the
base of his lower jaw. While his head is turned to the left, click
on the spear to stab him in that spot. There is no point in trying
to stab him anywhere else, so persist; when you hit the right bunch
of pixels, he will disappear.

Advance into the Temple. You can do this in any order, but we'll
try to save time. Go to the room to the left (remember, YOUR left)
of the circular altar and examine everything. If you click on the
statue of Annubis, he'll tell you to "find the tablet". In one of
the baskets, you'll find a mirror. Step back and use the mirror on
the wall to read a message. Now go to the bottom of the room and
slide the mirror over the vessels. On the right hand side you will
see an elaborate key. With the mirror over it, grab it. Find the
locked chest, use the key on the lock and then advance and open it.
You will find an amusing head whose eye will follow the movements of
the pointer. Click on the tablet and record what you see.
Basically, you are being told which number each symbol represents.
For instance, the first one is next to a knife, so the number of
knives you find in the Temple is the number this particular symbol
represents. Get counting.

When you've finished in this room, go out and turn immediately
right. Advance and turn left. Spot the symbols on the crackling
column and click on the lowest one. Proceed to the room opposite.

Now, I suggest you do the following to make it easier for yourself.
Get a sheet of paper and draw seven equally spaced lines across and
four equally spaced lines down. You will soon find out why. Open
the first casket you come to and inspect each scroll in turn. On
your piece of paper, draw on the first square an approximation of
the face you see on the scroll, and in the next square along, the
name of the god plus the type of face it has (i.e., goat, crocodile,
etc.). Examine all of the scrolls, doing this. Count them.

Turn around and leave the room. Go to the statue head in the
middle and move the orb slowly. You will see the face of each god
and, on it, a symbol. On the piece of paper, draw the symbol
alongside the face and the name of each god, in your third squares.
Go back to the room you've just left. Still counting all the
objects you come across, click on the statue to the left for another
scroll. If you examine this scroll, you will see Egyptian numbers
in front and after the gods faces - record this. Consult the
journal and you'll find out that a number before a god is to be
substracted and a number after a god is to be added. It will all
become clear later on. Continue exploring and counting. At the
end, you should know what number each symbol on the tablet
represents.

OK, let's leave and go to the symbols on the crackling column.
Press the middle one. Leave the temple and turn to the right. Walk
right around the temple till you are facing the row of obelisks.
Advance between the first pair, turn to your left and look at it
(let's call this obelisk A1). You will see the face of a god and a
number. Write that number down on the fourth square on your piece
of paper, alongside the right god; and on the fifth, the position of
the column in the arrangement you could see when you started (e.g.,
A1 out of A2, B1, B2, C1, C2, D1, D2). Turn right around and
examine the face and the number on the next obelisk (let's call this
obelisk A2). Advance along all the obelisks doing this and enter
the building. You will see eight crystal obelisks, corresponding in
position to the real ones outside.

Turn left to the first one (A1). There are three wheels to click
on. The first will be the face of a god, which you will have to
change to the one you saw on the corresponding obelisk (in this
case, Thoth the ibis); the second wheel is the number you saw
outside (in this case, one); the third wheel is the symbol of the
god, which you saw moving the ball in the temple (in this case,
wings and entwined serpents). However, this isn't all. The number
has to be changed according to the scroll you found inside the
statue. Is this all beginning to gel? No? Well, to save you the
trouble, I will tell you which numbers to put in the middle wheels;
I am sure you'll be able to sort out the other two wheels.

This is it, by pairs, first left then right.
A1 and A2. For Thoth (ibis), use II (2). For Sebek (croc), use I
(1).
B1 and B2. For Set (square ears), use the inverted V (10). For
Knumm (goat), use ((( ( (9).
C1 and C2. For Osiris (man) use the six little bars (6). For Horus
(hawk) use the "2" number (7).
D1 and D2. For Bastet (bat), use I. For Annubis (dog) use =3D (8).

I hope this makes sense to you, it's difficult to explain. At any
rate, go to the altar at the top of the room and click on it. All
eight obelisks inside should be lit and a gem should appear in the
middle. If an obelisk is not lit, you've got one of the wheels
wrong. Go back to it and change things till you get it to light.

With the gem go through the door at the top and when you come to a
cobra, use the gem on it. Continue till you come to a well. Look
in and drop the gem in the water. A guy in a funny hat talks to you.


Retreat and press the stair symbol on the column to your right.
Look into the well and you'll see steps; go down them and enter the
room to the right. Explore around, click on everything. You'll end
up playing a game of snakes and ladders. The trick is to get to the
yellow square first. It's largely out of your control - just click
on the "dice" when it's your turn; but if you land next to a snake,
you can use any gems you have to escape sliding down (move the red
ones to the other side of the eye with the hand icon, the number
under the particular snake tells you how many gems to move). I
didn't bother and I still won. The price is the eye symbol you'll
see above the game. Take it and retreat.

Use it on the yellow cabinet, alongside its mate. Open the cabinet
and enter. Click on the scroll with the pyramid; I believe we've
found the code for the combination lock. Record it. Click on the
scarab and you get some more info; you carry away with you this
artifact. Leave and turn to the door through which you came.
Advance and click on it to get yet another message. Push on to exit.

Back to the temple, find the crackling column and press the first
symbol (pyramid). Get back on the barge and walk to the front to
get across the river. Now go to the pyramid and to the door with
the combination lock. If you added up the symbols on the pyramid
scroll, top to bottom, you will have obtained 3-10-9-4. Place the
appropiate number symbols in front of the little triangle to the
left and press it. Bingo! Keep advancing till you get to the time
machine.

Click on the next button along the first and you will turn up at
the...


ANASAZI:

Things are going to get a lot tougher, I can see that. Turn right,
advance and get the log. Head back for the tree at which you
started, turn left and advance. When you come up smack against a
rock and can't go any further, step back and use the log. This
forms a bridge. Move on. You will come to a junction. Just now,
continue forward. When you reach the stones and the lever, ignore
it and continue advancing. You will see a circle containing other
circles on the rock behind. This is actually very important. Back
off to the lever. It has five positions, and each gives you access
to certain puzzles. Every time you visit a new section in this
scenario you will see a circle with the season marked on it.

Let's start by pushing the lever all the way left. Go and see what
the circle looks like now - it should have a line right through the
middle. OK, turn around and go to the junction, where you will turn
right and advance.

Turn to your right and note the big cactus. This is the most
important spot in the whole of this scenario - you will have go get
here every time you complete a section in order to get to the stones
and move the lever we've just pushed and get access to another
section.

OK, if you are facing the cactus, turn right around and advance.
Ignore the first turning to the right and go on. Ignore the next
turning to the right and go on. If you keep advancing, you will
come up against a blank wall. Turn right and follow the path to the
cave.

Pick up the torch, move right up to the different walls, shake it
and shine it around. You should see various glyphs and it is
important that you remember them well, so record them. Leave the
cave. Go back to the blank wall and keep advancing. Somewhere
around here you should see a *wolf* - it is important you remember
which animal you see in association with each section, i.e. with
each type of circle (or season). You should come to a stone with
drawings on it. What you have to do here is click, in the right
order, on the same symbols you saw in the cave. It is not easy
because of the hands obscuring the drawings, but you should not
really have much trouble. When you've done, turn left and click on
the circle on the rock. Turn right and enter the cave that has just
opened up. Have a look around. You will see a stone carving come
up through the *water*. Right, that's that one. By the way, you
must memorize every carving/drawing you uncover in this scenario.
Make a little sketch of it, save your photos for later.

Leave the cave and find the blank wall, turn right and advance
towards the big cactus, but take the first turning to the left. You
should be going under the bridge and through a hole in the rock to
another cave. Have a good look around; when you come to the snake
on the wall, you have a very tiresome puzzle to solve. Imagine the
footprints under the snake are marked A to H. Click on them in the
following order (1 means once, 2 means twice):

C2, D2, G1, F1, G2, D1, B1, D1, B1, C1, H1, E1, A1, E1, H1, C1, B1,
D2, G1, D1, B1, C1, H1, C1, B1, D2, F1, A1, F1, G1.

Be sure to click on the correct footprint - make a mistake and
you'll have to start again. When you've finished, the snake will
rattle it's tail. Turn to the right and advance to touch the pipe.
You get a message. To get the full story, click on the pipe 5
times. Turn right and observe the map on the wall. Leave the cave
and advance as far as you can go, then left and up to the big cactus
(ignoring the turning to your left).

Turn right, advance, turn left and go all the way to the stones and
the lever. This time, move the lever up once, still on the left
side, so that it is not quite upright nor flat on its side. Back to
the cactus, facing it.

Go all the way forward, ignoring the two turnings to the right.
Come right up to the wall with the acorn indentation and turn left.
Pick up the stick. Turn left and advance to the first junction.
Turn left. You should see a *squirrel*. Note also the circle, and
remember to associate them both. Keep going till you come to some
bees. Use the stick on then and collect a glob of honey on its
point. Keep going and observe the squirrel - it drops an acorn on a
rock. Advance and you will see the acorn in a crack. Use the stick
to collect it. Turn around and get to the junction, then right and
all the way to the indentation. Put the acorn in it and a cave will
open up. Enter it, have a look around, keep advancing and pick up a
match. Turn to your right and pass the match over the stone to
light it, then light the *fire*. Turn right around to see the image
dancing on the wall. Another section done. Back to the cactus.

Go to the lever and push it to the right, but not fully down. Back
to the cactus. If you are facing it, this time turn left, advance,
turn right at the next junction and going all the way to a
contraption on the ground with five holes and, above, a feather
impression on the wall. Turn to your left and you will see five
birds carved on the rock; you have to find their feathers. Walk all
around the scenario till you find them. You will probably find more
than five, so you'll have to experiment. As far as I could
determine, the birds are a turkey, an owl, a hawk, a bird I didn't
know, and a woodpecker. When you have found and placed the correct
five feathers in the right order, click on the feather impression on
the rock and the cave to your left will open up. Go in and take a
look. Another carving has emerged. Note the *leaves* and the
*crows*. Back to the cactus yet again.

Might as well go to the village, so, if you are facing the cactus,
turn left and advance all the way till you get to a spear. Take it
and turn around, advance and turn right. Puncture the base and
"branches" of all the cacti around the maize until the spear
disappears, by which time the corn will be tall enough for you to
climb. Advance and have a good look all around.

Take the maraca from the basket and turn around to the snake. Poke
it with your finger and the snake will make a noise. You have to
match it by shaking the maraca - as I recall, left, up and down,
then let go. If this doesn't work, keep trying, it's not all that
difficult. When you succeed, the snake will turn into a ladder. Go
up it all the way.

At the loom, grab the wooden needle to the left and use it on the
basket nearest the loom. Then take the large ball of red wool and
put it in the basket - poke at it with your finger and the end of
the wool will appear. Click on the eye of the wooden needle and it
will be threaded; now click on the loom and, next, click on the
wooden transversal stick on the loom. Repeat with the medium sized
reddish ball of wool and then with the smallest reddish ball of
wool. This should complete the weaving; a golden maize plant will
appear on the loom. Leave, remembering that to descend stairs you
have to go backwards.

Once outside, enter the other room. Climb up to where the drums
are. Turn all around - note the indentation on the wall, in the
shape of a leaf. Take the drumstick. Turn to the chimes and poke
them, identifying the notes, if you can. Now turn to the drums and
repeat the sequence. If you can't, try this: supposing the drums
are linearly numbered 1, 2, 3, 4, 5 (i.e., pretend they are all in a
straight line), bang the following: 2, 5, 3, 1, 4. Turn to the
chimes and you will see the fur has fallen off, allowing you into
another room. Enter and pick up the small stick from the fire and
use it to examine the holes in the wall to your left. Only one does
not contain a nasty; grab what there is in it (it's a rag). Turn
around and dip the rag in the water in the stone container and then
use it to clean the wall. You'll see a drawing; very nice. Leave
the village, remembering to go backwards down the steps and down the
maize stem.

Make your way to the lever and this time push it fully to the
right. Go to the cactus and, facing it, advance to the first
junction, turn right and go along here. Ignore the turning to the
right and continue till you get to the bow. Note the *hawk*.
Advance to look at the bow; handling it will make an arrow appear,
but it has no head. Step back and turn left. Advance looking for
flints - they are hard to see, but they are there. Grab them and go
back to the bow - by clicking on the flints when you have an arrow
shaft in position, the arrow will be armed. Advance till you are in
position and save your game. This nearly drove me nuts. You have
to put an arrow through the hole in the column in front of you. Try
putting the arrow parallel to and slightly away from the left side
of the column, pull it completely back and let fly. The relative
space between the column and the arrow should be about the width of
the arrow's head. It's very tough, because the wind changes and
then you have to change your strategy, so be prepared to reload
again and again. When you finally manage to put an arrow through
the hole, you'll be hailed as a great hunter. Step back, turn right
around and advance till you can't go any further; turning right will
reveal a newly opened cave. Pop in and see what's on the wall: a
*bison* will become a *thundering* stampede.

Right, now back to the lever and center it. Back at the cactus, and
facing it, advance to the first junction, turn right, advance, turn
right and go along here; turning right will put you in front of four
stones. Each slab is topped by the symbol of one of the seasons. On
the first one to your left, you have to click on the crow and on the
leaf (it doesn't look like a crow, but makes a sound like it), on
the next one, click on the top right hand-side symbol (a kite or a
hawk) and then on the symbol for the storm. Next: squirrel and
fire. Last: wolf and drops of water. Now click on the circle
above the stones and a slab should fall letting you through. Inside
this chamber you'll get the pod (and another message). Note the
outline of a leaf underneath.

OK. Now for the last push. Go back to the village and to the pit
of sand; note that the leaf silouette above it has turned to green.
Look into it an a whole lot of leaves will land artistically on the
spiral. You have to complete the sequence: use the following
narrow leaves: red, red and green. If this doesn't work, instead
of starting at the end of the sequence, start by placing the green
leaf on the last indentation and then the two red leaves moving up
to the rest of the leaves. At the end, you get a leaf of the right
shape for the indentation we saw in the drum room, so let's get
there. When you place the leaf in the indentation, the wall across
the roof opens. Walk across and enter a chamber.

Here there are drawings on the walls either side and behind you, and
in front, a wheel with arrows, which must be turned blue. Turn left
and click on the bird and the maize plant. Turn right twice and
click on the bison and the bee. Turn right again to face the door
and click on the eye surrounded by rays and on the man with the
stick, both in the top left hand corner of the wall, and also on the
man further down with horns. If you turn right around, all the
arrows should be blue; if they are not, click on another drawing and
see what effect it has on the arrows. If none, click on it again
and choose another drawing, and so on. When all the arrows are
blue, click on the center of the circle. Go through to the time
machine. After the message, click on the fourth symbol from the
left because we are going to the...


MAYAS:

Well, here we go again. Get going in the only direction you can.
At the first slab, turn to the left and click on the head. You get
a statuette. Turn right and look at the slab. Keep going and
looking at the slabs. You will notice a recurring theme: skull,
monkey, jaguar and salamander (or at least, that's what I think they
are). As you come to the temple, you'll see a circular platform.
Advance to it and use the statuette on the crackling center. A
salamander will appear. You are about to play a game of Simple
Simon. Click on the salamander and remember the colours it
acquires. Click on the coloured tiles in front of the platform in
the same order. Keep doing this till the salamander disappears. Go
forth into the temple and have a look around. You can go right
through and out, but you will find that, apart from the door
directly in front of this particular pyramid, all the others are
shut. Perhaps it's Sunday. Go back in.

Find the spot with the calendar, the head and the sphere and the
numbers on the wall (this is a good moment to consult the journal to
find out which number is which). Look at the tablet with the
numbers. This is a very simple puzzle, but just in case: imagine
that each number is marked A, B, C, D along the first row, E, F, G,
H along the middle row and I, J, K, L along the bottom row. Click
on the following numbers, in this order: A + F =3D I; B + G =3D L;
C + H =3D J; and D + E =3D K. A lever will appear. Click on it.
Turn left: the sphere will be mobile now. Turn it so that you get
the skull.

Go outside and find the slab with the skull head on it. Click on
the skull and three symbols will light up. Record them. Back to
the calendar. Now you've got to align the three symbols along the
center line by manipulating the three wheels. The inner one, with
the numbers, has 8 sections; the next one, 12; and the other wheel,
to the right, has 16 sections. Basically, get the two symbols
alongside one another and then jiggle the wheels up and down till
you get them correctly aligned with the right number. When you've
succeeded, go to the other pyramids. The door to the one on the
right (with the skulls) will be open. Turn right and examine the
skeleton. You have to reconstruct it. Now, how did it go? The
thigh bone is connected to the... hip bone, tra-la-la-la.

The Skeleton puzzle
-------------------

Save your game before you even begin on this one. Start by having a
good look at all the bones in the box beneath (i.e., pick them up);
you will notice that some are white and some are reddish. Reload
your game and imagine that the box under the skeleton's body is
divided into four sections which we will name boxes A, B, C and D.
It is very important that, when you attempt to attach a bone, you
slide it gently underneath and don't quite let it touch the other
one: when you let go, it will attach itself. If it was too far
away it will drop and no harm done. However, if you touch the other
bone too far up, the skeleton will collapse. In this instance, I
will refer to the right hand side and left hand side of the
skeleton, as opposed to YOUR right hand side and left hand side.
Save a new game every time you successfully complete a limb.

1. Left arm, reddish. Top, in one piece, from box C. Lower arm,
complete with hand, from box B. Use this as reference for the right
arm.

2. Right leg, white. Top, in one piece, from box B. Lower leg,
complete with foot, from box A. Use this as reference for the left
leg.

3. Left leg, reddish. Top, one bit from box D, the other from box
B. Lower leg, one complete bit from box D, foot from box D.

4. Right arm, white. Top, one bit from box B, the other bit from
box A. Lower arm, thin bit from box D, thin bit from box B, hand
from box C.

When you've completed it, save your game and then click on the stone
in the mouth of the skeleton, turn right around and put the stone in
the middle of the circle. You get a message and a picture. Record
this picture with the camera, and also the others which will appear
after each message in each temple.

OK, let's go to the sphere and move it on to the monkey. Find the
slab, click on the monkey's head and record the three symbols, etc.
I think you've got the idea. At the monkey's pyramid (to your left,
as you come down the stairs from the first pyramid), look around and
spot the maze puzzle. You just have to get your green spider
through various square holes to the bottom of the board, where the
blue gem is. It's a matter of watching the other spider and moving
at the right moment. Save each time you elude one of the spiders
and you'll have no trouble getting the gem. Now turn left, advance,
and use the gem on the circle to get the usual message and another
picture.

Back to the sphere, let's go for the jaguar next. You know what to
do. The jaguar temple is on top of the pyramid opposite. Get up
there and have a good look all around. Above the recumbent green
god you will see a circle with colours. Note the position of these
four colours. Go back to the entrance and, with your back to it,
turn right. Note the four squares around the jaguar picture.
Advance and you are into the puzzle. Click on each square to change
it, not only to the same symbol as around the jaguar picture but
also to the colours you saw in the circle - all in the right
position, of course. When you've done this, you get the golden head
of a jaguar.

Step back, turn left, advance till you are at the pile of bones and
turn left. Advance and use the head on the crucible above the
fire. It melts and pours into the mould. Click on the vessel to
the left so that water pours into the mould and cools the piece.
Look inside the mould - if it is still too hot to pick up, have a
walk around the temple and come back. When the heart is cool, pick
it up, turn right around and place it on the cup the recumbent
figure is holding. You get a gem. Back to the door - to the right,
another circle. Use the gem on the circle to get the usual. Out.

Get to the sphere and change it to the salamander. Find the right
slab and do the usual. Now we are going to go out and through the
door of the opposite pyramid, at ground level. Keep going through
here till you come to a green statue. Turn right to face it and
save your game. There is a rather revolting game coming up (not for
the squeamish) and, if you don't want to spend the rest of your life
playing, it's as well to adopt a strategy. Start the game clicking
on any of the skull orifices. Write down the sequence in which the
opposite skull spews out nasties as you go. Although these
sequences appear to be random, a given set will be often used. So,
having written down the sequence (and unless you've won by chance),
reload the game and do the same. Eventually you'll recognise the
pattern and will know which creature to use because you know what to
expect. Save every time you win a game and it will soon be over.
Your eventual win means that the hanging bridge is pulled up and you
can go through.

Follow the path till you get to the giant head. Turn to your right,
wait till the spider moves and grab the stone. Turn left and use it
on the left eye of the statue, then move the eye to the left. You
can turn left and walk along here safely and move on till you reach
the pyramid. Of course, you can't enter yet. Back to the stone
head and turn your back on it. You will see a glint in a flower.
Advance a couple of times and grab the gem hiding in it. Back to
the head, use the gem on the other eye and move it. You get a
machete. Use it on the vines to the right of the head and you can
get through to the salamander pyramid.

Once inside, look around, get hold of the broken heart and put it in
the golden basin in front of the statue with the skulls. Push
forward for the next puzzle. Have a good look at it. Consult the
journal to establish the numbers on the skulls. Step back.

Go to the circle on the wall, the one with the salamander in the
middle, and step right up to it. Turn right and, in the lower
left-hand corner of the screen, you will see an object. Click on it
and you will find the numbers (you will have to consult the journal
to see which ones the head symbols represent) to move the
salamander, back at the puzzle, using the skulls. The red symbols
refer to the skulls on the left and the black symbols to the skulls
on the right. Thus, you would start by clicking on the first skull on
the right (five: the salamander would move five spaces), followed
by the first skull to the left (four: the salamander moves four
spaces) and so on. Guiding yourself by the journal, write down the
skulls to click on in the right sequence, go back to the puzzle and
do it. At the end, you get a salamander. Turn to the left and
advance on the slab on the floor, click on the compartment and place
the salamander on the silouette you will see. This opens up a floor
and you go down.

Follow through here and, when you can, turn left. Advance through
here. At the end, turning to your left will reveal another pod.
Click on it, get another message and, when the cylinder raises, get
the hammer. Now place on the cylinder the four skulls and the grey
stone (not the bone nor the other stones). Turn left and advance
till you can go no further. Turn left and advance. Click on the
impression of an axe on the side of the doorway and you get a tune.
Use the hammer on the five columns in front of the doorway,
reproducing the same tune. I'm sure you'll be able to manage; but,
if you are tone-deaf like me, this might help: imagine the columns
are numbered 1 to 5, left to right. Hit the following: 5, 3, 4, 2,
2, 5, 5, 1. You are through. Advance till you come to a skeleton
in a coffin, hanging on to a gem. Grab hold of the gem and move it
side to side till you shake it loose. I don't know about you, but
I'm up to here with skeletons and bits thereof. OK, you know what
to do; get to the circle in the temple above and use the gem in the
middle. Message and picture.

Now it's time to go to the final temple. Go to the stone head, face
it, make sure its left eye is moved to the left, turn left and
advance all the way up to the top of the pyramid. Wot, no gem in
the middle? Turn right around and advance 10 paces down the
pyramid. You will see a rock and, in a crevice to the bottom right
hand side of it, a gem. Get it and go and put it in the middle of
the circle on top of the pyramid. This will open the door and will
let you advance to the puzzle. In this, you have to form the four
pictures you saw in each temple - guide yourself by the numbers
indicated to the left and right of the panel with the tiles. Bear
in mind that, once you get together the four pieces of each picture
they will fuse and it will be more difficult to move the others, so
try doing first the bottom right, the bottom left, then the top
right and, finally, the top left. One piece of this last one (top
left) is missing, otherwise you could not move the tiles.

When you've finished the puzzle, the door will open and you will be
able to go through to the time gate. This time we are going to
Atlantis, so click on the middle symbol.


ATLANTIS:

Start by turning right around and advancing and then turning to the
right to enter the pyramid. Examine everything with care. Click
several times on each holograph until the message is repeated, to
get all the info. In this particular building, you must activate
all three maps by clicking on them. Note also the letter symbol
either side of the door.

Leave and proceed to examine all the other buildings in the same
way (and make sure you remember their outward shapes), clicking on
each holograph several times, and noting the letter symbol
associated with each. Sometimes this symbol is obvious, sometimes
it is not. In one of the buildings, it's on the floor (the one with
the DNA in it).

When you've been everywhere and examined everything, go to the
center building. Inside, turn to your left and advance to input the
code - this will be obvious to you. Just click on each square under
each of the buildings till you get the correct symbol (or an
approximation - they are actually back to front or upside down),
then click on the last button to the right. If you've done it
right, you can now enter the lift. Inside, turn right around and
examine the controls. You will notice that clicking on the symbol
to the left of the lit one gets you nowhere; so click on the one to
the right. You go down. To get out of the lift, just advance and
the doors will open.

Now, for the first time in this game, you are in real danger. Save
your game. Cautiously turn in every direction you can till you spot
the robot. Be very aware of where you are in relation to the lift.
Because you are about to go forth, nick the robot's charge and get
into the lift pretty damn quick, before he kills you. Inside the
lift, use the charge crystal on the appropriate indentation in the
control panel and click on the first symbol to the left in order to
go up.

Aha. Now we are getting somewhere. Save immediately, you don't
have a lot of time and you must have a trial run. First look around
carefully, as usual, to see where everything is. Take your time.
One thing you must do is to make a note of the white/blue dot
sequence you will see behind the sarcophagi; some of the dots will
be obscured in some cases, but you can view them from other angles.
Once you have the complete sequence noted, look at the empty stasis
box. Now find the puzzle on the wall and have a bash. It's just a
matter of getting all the red sectors in the middle and it can be
done quite easily clicking on the yellow arrows here and there.
While you are messing around, you'll probably get killed by the
robot. No problem.

Reload your saved game and go for it. Take the crystal from the
lift, go to the empty stasis box, place the crystal in the hole on
the floor; enter the stasis box and set the right sequence of dots
by clicking on the white ones you want to change to blue. Then turn
around and tackle the puzzle. When you've solved it, press the
button in the middle. Now back off and you find yourself at the
power machine and you are supposed to fire on the button above the
panel to switch on the stasis field, while the robot is trying to
get his crystal. You have to be very quick about it, otherwise...
Game Over.

When you get the robot securely immobilized in the stasis field, you
can go left to the door, which you can now enter. Advance and turn
to your right: click on the round contraption and you will see that
your three pods are missing. Call them up through pressing the
spacebar, or whatever, and place the hand icon on them to join them
to the other one. Pick up the four reunited pods. Turn left and
advance till you get to the panel. Click on it, place the combined
pods in the indentation, turn around and go back to the entrance.
Turn to your right and advance to the time gate. Get the message,
click on the last button on the right and you will free your mate,
the ungrateful wretch. Now you can stay here or go back in, it
doesn't matter. Watch the finale. Game well and truly Over, and
you are all set for Timelapse 2. The End.

* * *

Paul Marvin and Jean-Jacques Laperriere found another way of
finishing the game which is much more exciting, and they very kindly
sent in the following information:

Place the pods in the control panel, and go to Alex. After you've
heard what he has to say, release him with the button to the right.
Hurry, now. Go to the elevator, enter and click on the flashing
symbol. The elevator becomes a scapepod. Watch what happens,
wait, read paper. A fisherman's boat rescues you. You win the
Nobel Prize and lots of cash.



Much thanks to Revolution donater Lu Richardson for Cheet
Sheets Magazine (cheets@sv.span.com)!!