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-
- LOST IN TIME
-
- INTRODUCTION
-
- This walkthru gives explicit instructions on playing LOST IN TIME
- to a successful conclusion. It does, however, assume you have read
- pages 17 through 22 of the Game Manual and are familiar with the
- various methods of controlling Doralice's actions.
-
- Also note when taking items out of dressers and chests, very often
- more than one item is to be found. _However_ only one item can be
- retrieved at a time. You _must_ open the container again to get the
- next item.
-
- OPENING SCENES
-
- Highly confused, Doralice find herself in the hold of an old
- fashioned ship...
-
- THE BRISCARDE, 1840
-
- HOLD
-
- Get the lamp from behind the barrels that are next to the chest.
- Use the lamp on the barrels near the tub of water. Pick up the
- sponge and wet it in the tub of water. Use the wet sponge on the
- poster.
-
- Use the lamp on the opening and you will descend to the Bilge.
-
- BILGE
-
- Get the oil from inside the large cask that is on its side. Use the
- oil on the pump handle. Get the corkscrew by the chain. Return to
- the hold.
-
- HOLD
-
- Use the corkscrew on the knot which was behind the poster. You will
- meet Yoruba and record his story. Yoruba will give you his knife.
- Cut a step in the post with the knife and you will ascend to the mid
- deck.
-
- MID DECK
-
- Go to the three containers and take the towel out of the middle
- one. Use the towel on the ring at the back of the ship. Take the
- soap form the open niche. Use the soap on the rusted cannon. Use the
- soap flakes on the door. Open the door and you will meet Melkior,
- hear his story and then tell your own...
-
- PART 2
-
- MANOR DE LA PRUNELIERE, 1992
-
- GATE
-
- Look at the vehicle. Take the apple from the basket and feed it to
- the horse. Get the battery from the tractor. Take also the pack and
- small pipe out of the tractor's tool box.
-
- Read the note on the gate. Suck acid out of the battery with the
- small pipe and apply the acid to the gate lock.
-
- GARDEN
-
- Take the manor door handle and the portrait above the door. Wind
- the wire around the handle to make a coil. Push the key through the
- lock using the dart.
-
- LIGHTHOUSE
-
- Go to the barrel outside the lighthouse. Take the vinegar and
- return to the manor door.
-
- GARDEN
-
- Pour the vinegar into the empty battery and use the coil on the
- battery to create an electromagnet. Use the magnet on the space
- below the door to get the key.
-
- MANOR
-
- Take the oar and the roasting spit from the fireplace. Take the
- copper wire and the resin from the small cupboard. Fix the fuse with
- the foil from the pack. Return to the lighthouse.
-
- LIGHTHOUSE
-
- Use the dart on the cork in the barrel. Pick up the barrel. Smash
- the window with the roasting spit and take the hose. Tie the hose to
- the lighthouse door handle. Go to the strange building.
-
- VAULT
-
- Put the portrait in the hole in the steps. Click on the portrait
- and enter the age of Philibert when he died. (i.e. Subtract one year
- from the other and enter the difference.) Click on the cross and the
- elevator will appear. Tie the other end of the hose to the railing
- inside the elevator. Operate the elevator button. The lighthouse
- door will open. Pick up the damaged hose and return to the
- lighthouse.
-
- LIGHTHOUSE
-
- In the lighthouse, take the wooden shoe. Use the rusted key in the
- shoe to open the basement door. Ignore the basement area for now.
- Return to the ground floor of the lighthouse. Take a glass shard
- from the basement window that you smashed in earlier
-
- Go up to the second floor. Open the drawer and take the book and
- paint remover. Open the dresser with the oar and take the razor.
- Look through the field glass at the shipwreck. Get a close up of the
- wreck and focus in on the symbols. Note the background colour of
- each of the three symbols, the item depicted in each and their
- order.
-
- Go up to the lamp. Take the kerosene from behind the curtain. Cut
- off a piece of curtain with the razor. Return to the vault.
-
- VAULT
-
- Click on the portrait to call the elevator. Get in and take the
- elevator down to the crypt.
-
- CRYPT
-
- Look at the chest. Make the symbols on the chest match those you
- saw on the shipwreck. Note the following: The gun represents the
- cannon. The knife represents the sword. The bullet represents the
- cannonball. The chest will open when you select the matching
- symbols. Take the ship's log and the piece of fiberglass.
-
- Use the barrel to reach for a bottle. Use the cork to knock down
- the bottle that's too high to reach. Take the rust remover. Go to
- the lighthouse basement.
-
- LIGHTHOUSE BASEMENT
-
- Open the canal by turning the wheel. Put paint remover on the
- algae. Then scrape the algae with the glass shard. Put the roasting
- spit in the socket and spray it with rust remover. Open the gate.
- Return to the garden.
-
- GARDEN WELL
-
- Go the well. Attach the hose to the faucet. Look closely at the
- hose. Apply the fiberglass, then the resin, to the tear on the hose.
- Place the hose end in the well. Turn on the faucet. When the well is
- full, fetch the cork and return to the lighthouse basement.
-
- LIGHTHOUSE BASEMENT
-
- Bail out the boat using the wooden shoe. Stuff the patch of curtain
- into the leak and hold it in place with the cork. Use the oar on the
- boat. You will end up swimming to shore by a fisherman's cabin.
-
- CABIN
-
- Go into the cabin. Open the dresser and get the ship in the bottle
- and fishy sauce (Nuoc Nam). Get Melkior's note book from under the
- chair. Take the handkerchief, nail and bread out of the basket. Use
- the chair to climb up to the chandelier. Unscrew the handle at the
- top of the chain using the nail. Take the chandelier, look at it and
- notice how it falls into three different parts: an anchor, floats
- and candles. Leave the cabin.
-
- Pour the fishy sauce (Nuoc Nam) on the bread and throw it on the
- roof of the cabin. The seagull will knock the buoy off the roof. Cut
- the rope off the buoy with the razor. Tie the rope to the anchor and
- use it to climb up the cliff. Return to the lighthouse basement to
- collect the rest of your inventory. Go to the garden well.
-
- GARDEN WELL
-
- Cut off the hardened repaired piece of the hose with the razor, to
- make a club.
-
- MANOR
-
- Take a log from outside the door. Enter the manor and put the log
- on the fire. Put the metal rod on the fire. Soak the handkerchief in
- kerosene and put it on the fire.
-
- Smash the ship in the bottle with the club and strike the match
- against the matchbox in the pack. Light the fire. A rectangle of
- stone will appear in front of the fireplace. Stand the barrel on the
- stone. Smash the barrel open with the club. Seal the opening with
- the candle. Take the fire extinguisher off of the trunk. Open the
- trunk. Fill the barrel with sand. Use the wooden shoe to transfer
- the sand from the sand box to the barrel. A passage will appear. Go
- into the passage.
-
- THE BRISCARDE, 1992
-
- AFT HOLD
-
- Fill the small pipe with salt water from the puddle.
-
- Take the pliers from the mast. Put the floats by the box. Attach
- the copper wire to the wire on the box. Cut the electrified wire
- using the pliers. Fill the padlock with salt water. Spray the
- padlock with the fire extinguisher. Use the club on the padlock. You
- will find a strangely glowing Egyptian sarcophagus. Then you meet
- Jarlath.
-
- PART 3
-
- THE BRISCARDE, 1840
-
- MID DECK
-
- Having recalled your story to Melkior, he demands that you find a
- way to untie him. Take the small hook and go down to the hold.
-
- HOLD
-
- Open the chest padlock with the boat hook. Open the chest and take
- the dress and ribbon. Return to the mid deck.
-
- MID DECK
-
- Get one the of the wooden pins using the pliers. Tie the ribbon to
- the wooden pin. At the back of the ship, look at the cannonball and
- take the broken oar. Tie the oar to the ribbon. Twist the nail with
- the pliers and put the nail in the joined together pieces of wood to
- make a boat hook.
-
- Go to the closet and fetch down the halyard with the boat hook.
- Look closely at the end of the halyard. Put the corkscrew in the
- notch and fasten the end of the halyard to the corkscrew. Go to the
- port hole and look through it. Pull up the thin rope and look in the
- bucket. Take the sawfish bone. Retrieve the corkscrew from the
- closet.
-
- Return to Melkior and free him. After a long sequence of talking
- with Melkior and Oswald, Doralice ends up locked in the Captain's
- cabin.
-
- CABIN
-
- Go out to the balcony and take the flag from the stern.
-
- Go in the room with a sink and lift up the corners of the rug until
- you find a brass key.
-
- Look at the chair behind the desk and get the silver key underneath
- it. Open the desk drawer with the brass key and take the blotter and
- dagger. Go into the chamber. Cut the rug with the dagger and go
- through the trap door.
-
- CELLAR
-
- Go into the cellar. Use the corkscrew on the opening in the post
- and take the master key. Leave the cellar and go to the mysterious
- door. Open it with the master key.
-
- STORAGE AREA
-
- On the shelf you will find some polish. Leave the storage area and
- go to the very elegant door and open it with the master key.
-
- OFFICE
-
- Take the cage from behind the curtain in the corner area. Open the
- secretary drawer and take the seal. Leave and go to the hold.
-
- HOLD
-
- Use the dagger on the spring in the chest. Take the beauty powder
- and handkerchief. Return to the cellar.
-
- CELLAR
-
- Use the beauty powder on the post and climb up to the chamber.
-
- CABIN
-
- Go into the room with the sink. Use the seal in the notch on the
- dresser and you will end up in the music room.
-
- MUSIC ROOM
-
- Get the record from under the low table and the phonograph from
- behind the bar. Return to the cabin.
-
- CABIN
-
- Open the dresser in the chamber and get the salts flask and the
- bowl. Take the banana slices from the dish on the table. Put the
- banana slices in the cage. Leave the chamber.
-
- Put the cage on the round table by the painting.
-
- Put the record on the phonograph. Put the phonograph on the music
- table. Wind up the phonograph and start it.
-
- Put the bowl under Galipo. Put the salts and paint remover in the
- bowl. Put the flag over the cage containing the parrot.
-
- Open the dresser with the silver key. Open the box and take the
- iron key.
-
- Go into the room with the sink. Put the polish on the handkerchief
- and polish the sink with the handkerchief. Use the blotter on the
- sink and note the code of numbers and letters.
-
- Go to the painting and click on it. Click on the safe and set the
- code to the code revealed by the blotter on the sink. Take the small
- box. Examine the small box carefully. There are two secret openings
- that can be triggered by turning the box round about and clicking on
- the top and middle respectively. The top opens to reveal a small
- key. The middle opens to reveal a lock. Use the small key in the
- lock and you will find Philibert's gun. Pick up the gun and cage
- containing the parrot. Return to the mid deck.
-
- MID DECK
-
- Go to the back of the ship and open the niche by pulling the ring
- with the towel. Put the cage in the niche. Close the niche and you
- should notice the clamps around the bar holding down the trap door
- have opened. Open the niche and pick up the cage. The bar should now
- be freed. Unlock the trap door with the iron key and you will enter
- the aft hold where Yoruba is shackled.
-
- YORUBA
-
- You greet Yoruba and then introduce Melkior. An argument ensues
- which you win. Search the floor and the crevice and you will
- something shiny. Pick it up with the pliers. It is Yoruba's
- necklace. Use the magnetite with the gun. Open the mast with the
- pliers. Get the bale of cotton from behind the box and place it by
- the mast. Use the boat hook to search the top shelf of the mast. You
- will find an empty bottle of rum.
-
- Shoot the shackles to free Yoruba. He is hurt but don't worry.
-
- Melkior has lost the coordinates to St. Cristobald! Use the wet
- sponge on the rum bottle and give the label to Melkior. Melkior now
- has the coordinates to teleport the three of you to St. Cristobald
- and he does so.
-
- PART 4
-
- ISLAND OF ST. CRISTOBALD, 1840
-
- BEACH
-
- After another argument with Melkior, he gives you a holocom and you
- receive instructions as to what to do here. Go to the waterfall.
-
- WATERFALL
-
- Talk to the child, Amilcar. Amilcar will tell you his manicou is
- cold so offer the flag to the manicou. Amilcar will tell you his
- manicou is hungry. Use the corkscrew on the coconut and collect some
- coconut milk from the coconut with the small pipe. Offer the coconut
- milk to the manicou. If you try to open the passage yourself you
- will fail. Instead use the parrot (in the cage) on the passage and
- the passage will open. You will hand over the parrot to Amilcar but
- keep the cage and a key. Go into the passage and you will end up at
- Makandal's cabin.
-
- MAKANDAL'S CABIN
-
- Open the cage with the key and you will find some coins. Knock on
- the cabin door. After Makandal has 'greeted' you, you put the coins
- through the slot in the door. Makandal asks you to fetch a piece of
- Deli's clothing. You will find yourself at Deli's cabin.
-
- DELI'S CABIN
-
- Knock on the cabin door. As soon as you are able, take the book.
- Wait for Delia to leave then immediately pick up the mirror and use
- it on the spider. Take the piece of clothing. Delia asks you to have
- Makandal drink the potion she hands you and to retrieve his drinking
- glass. Return to Makandal's cabin.
-
- MAKANDAL's CABIN
-
- Makandal offer you a drink. Click on the window to get Makandal to
- open it. Put the holocom on the table and start it. The holographic
- projection of Melkior frightens Makandal. Pour the potion into
- Makandal's glass, the leftmost one. When Makandal returns he is
- still stunned. Take his glass. Return to Deli's cabin.
-
- DELI'S CABIN
-
- Here you will meet Velvet and hear her story.
-
- KITCHEN
-
- Velvet takes you to the kitchen at the plantation where you meet
- Celeucie and Maximin. Melkior transmits a message saying that
- Jarlath has captured him. Return to Deli's cabin.
-
- DELI'S CABIN
-
- Knock on the cabin door. Delia will give you an invertor potion. Go
- to Makandal's cabin.
-
- MAKANDAL's CABIN
-
- Knock on the cabin door. Makandal will give you a bequiet potion.
- Go to the property.
-
- SERAPION'S CABIN
-
- Go into Serapion's cabin. Use the invertor potion on the bequiet
- potion. Give the speakable potion to Serapion. Serapion tells you
- some more about the Jarlath and Velvet.
-
- Enter Serapion's cabin again and talk to Serapion about the dog. He
- will give you some salt.
-
- Use the invertor potion on the salt. Give the sugar to the dog. Go
- to the kitchen.
-
- KITCHEN
-
- Here you will find a snake threatening the baby Maximin. Take the
- bag from the table and take out the flower and the vanilla. Fill the
- bag with embers from the fire and put the bag on the stool to
- attract the snake. Put the bag, with the snake in it, on the fire.
-
- ENDGAME
-
- Jarlath appears and tells you his full story. He then attempts to
- kill you. When you are both stopped at the crevice, throw the flower
- at Jarlath and he will fall to his death.
-
- MANOR DE LA PRUNELIERE, 1992
-
- You awake to meet your lawyer...or is it Melkior, the time agent?!
-
- Read the Confidential Report. Perhaps Melkior and Doralice will
- work together again.
-
- LOST IN TIME is published by and distributed by Coktel Vision, part
- of the Sierra Family.
-
- This walkthru is copyright (c) 1993 by Diana Griffiths. All rights
- reserved. Not to be distributed without permission.
-