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timel.txt
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1997-02-08
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Solution by Lu Richardson,
written for Cheet Sheets Magazine.
General tips:
Although you can move using the
mouse, I would advise you to use
the arrow keys, since that way you
can see in which directions you can
go. Try turning on the spot in the
different directions available,
otherwise you might miss something
important. Needless to say, you
have to move the mouse around on
the screens to see what can be
manipulated. In the close-ups, be
aware what sometimes is not
enough to click on an item: you
actually have to place the hand
icon on it and move it in the
direction you wish the item to
move.
Early on you will find a journal,
which can then be accessed by
pressing Control + J. There is no
need to read the whole thing at
one go. Just read the bits
referring to the scenario you are
in, sometimes you get a clue.
Fortunately, the journal will
automatically open in the part
corresponding to wherever you are.
The items you will find
immediately are the camera and the
journal. I don't know whether you
are also supposed to find a photo
album or whether you are meant to
have it already. I certainly could
not find it, so I made my own
schematic drawings and with them,
and the ones in the journal, I
managed fine. Just as well because,
when I tried to use the camera, I
got an error message (unable to
open photo album!).
In any case, you are going to
need pencil and paper, believe me.
As ever, I would suggest you read
only up to where you are stuck.
The solution
------------
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 - if you can take photos,
do so; if not, 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.
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. 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. Retreat. Turn left
and advance to get a close up of
the main table. 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.
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. Click on it to
get a close up and follow the
instructions, and remember that the
pump has to be activated by
actually moving the hand icon up
and down. The match has to be
grabbed and moved over the box to
light it, and then it has to be
applied to the mantle. 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. If you
make a mistake, the mask will
disintegrate and you have to start
again.
Go back to the stone face. Change
the glyph 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. 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.
Walk around to the well. Look
inside. Click on the top lever and
look inside again. Back off and use
the lever on the right. Look at it
again. Aha. Now back off, turn left
and 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). Go back to the
basket.
Use the basket TWICE. Go to the
well and pull the lever on the
left. Look in. 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 look at 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.
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
the god 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 = (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.
Now, I don't suppose it matters
in which order one visits the
various locations, so I chose the
next button along the first and I
turned 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. 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 memorise every
carving/ drawing you uncover in
this scenario.
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 once to the left, 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 left 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. 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 a feather impression on
the wall. Turn to your left and you
will see five birds; 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, click on the
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 left, 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 lineally 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 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 and
then use it to clean the wall.
Very nice. Leave the village,
remembering to go backwards down
the steps.
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. 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, 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 have to click, on
the walls to your left, right and
behind you, on the symbols you've
uncovered in the whole scenario -
no doubt you remember them all.
When you have done so, you will see
that all the arrowheads around the
circle in front of you have gone
blue. Press the center of the
circle and the wall will open. Go
through and pick up 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. 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. 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. 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 = I; B + G = L; C + H = J; and
D + E = 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. Anyway, I
can't help you here. All I can say
is that there are bones to spare.
Save your game before you start.
The left leg comes in two pieces
and is the easiest. The right one
comes in an upper leg in two broken
bits, a complete lower leg and a
loose foot. Or do I mean foot
loose? The right (remember, YOUR
right) arm is in two bits, but the
left one is all in pieces: the
upper is broken in two, the lower
has to be made up with two thin
bits and the hand added on. Good
luck. At the end, 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 and 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), 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, 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 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.
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, preferably with the robot in
it. 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
your hand 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.
Now you can stay here or go back
in, it doesn't matter. Game well
and truly Over, and you are all set
for Timelapse 2. The End.
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