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-
- ARK OF TIME
-
- - A Basic WalkThru - by Mary McBride
-
- Note: This walk-thru is written from my notes, after playing the game
- just one time thru. I did *not* play it again to de-bug walk-thru (so I
- may have missed a detail) or to see if a more efficient approach were
- possible, i.e., if more could be done at a location at one time. This
- walk-thru reflects the way I played the game and the way I made
- discoveries, as I played.
-
- Caribbean
-
- After talking to editor, leave office and (map screen) go to Carib
- Island. Talk to painter and get cup. Go Right to museum. Try to use cup
- with fountain, tap can't be used without knob.
- Enter museum. In Gallery, notice the Pirates wall hangings and the
- compass set on East (with message about South wind). Go up stair's to
- gunnery. Notice cloth in wall and the shield on wall that seems like it
- should turn. Go thru alcove to library. Open window (see car below) look
- at ancient book and read letter in it. Return to painter and ask about
- Pirate.
- Go to Beach: See flat rock in lower left of screen, with crack in it and
- crab crawling around. Open bungalow door and examine jacket (piece of
- cloth missing). Take the dirty mug and Mexican corn. Read Prof's
- note....about ancient tomb and church.
- Return to museum. Use corn with fountain tap. Use cup with fountain.
- Take clear water to Painter (she "owes you one."). Take dirty pot back.
- Go to boat pier: Talk to sailor (learn about brother Tobias and his hunt
- for pirate's treasure). Get professor's magnet. Return to museum. and go
- to open library window. Use dirty water out window. Then use magnet on
- pirate compass (south) then go to gunnery. Turn shield on wall. Pick up
- piece of cloth and then enter passage to hidden room.
- Hidden room: Pick up dagger. Take and read Columbus Manuscript. Open
- trunk with rags sticking out. Take Pirate's parchment.
- Go to pier and talk to sailor again. Show him manuscript and find out
- about his good luck crab. Bargain for trip.
- Go outside museum. Use dagger on gum tree. Use bungalow mug on resin.
- And get fresh water again for painter.
- Go to beach. Use resin on flat rock and then use crab bait. Walk away.
- (crab emerges and gets stuck). Pick up crab.
- Go to painter: use crab. Use pot of clean water. Use crab again. Give
- rum and get crab.
- Go to pier: Give crab to sailor and go diving.
-
- The Dive
-
- Go screen Left to "sub/ship". in lower right corner of ship, discover
- compartment. Take the black box.
- Go all the way to screen Right to see gate, portal and "machine" with
- slot for entry.
- Return to mooring rope. Use mooring rope to return to map. (You won't be
- coming back here until almost at the end of the game.)
-
- London
-
- Return to London and use black box with your editor. Listen to the
- recording. Map now has church on it. Go to church.
- Go all the way to screen Right to find the cat and ladder and girl. Talk
- to her. Go back left and take leaky bucket.
- Go around behind church corner to Farm. Use cloth with resin cup. use
- sticky cloth with bucket. Use bucket with cow to get milk. Return to cat
- and use milk on cat. Pick of cat. Use cat on broken window in church.
- (automatic scene) Use ladder.
-
- Inside Church
-
- Take urn with ashes. Unbolt door. Take bolt. Look at confessional booth.
- "use" confessional booth. Use bolt on booth to pry it away from wall.
- Enter secret passage.
- Notice rat that's lurking under stairway, near iron bars.
- Walk into the archeological dig "tunnel". Look at hieroglyphics on wall.
- Use urn/ashes on hieroglyphics (you may have to use a paper first). Look
- at sculpted picture of Stonehenge. Look at sculpted head, like Easter
- Island. Look at alcove ..see bones, take medallion.
- Exit. Exit church (automatic scene of weather). return inside church and
- pick up "strange object" from window rubble.
- Exit to map.
-
- London
-
- Map should now have Eastern Island and Stonehenge on it. But go back to
- your editor and give him the ash rubbings. He'll recognize dialect and
- talk about Prince from Algiers. (puts it on map).
- Exit and go to Algier Desert.
-
- Desert Fort
-
- Talk to woman outside tent. Go to other, larger tent. Try talking to him
- (get kicked out). Go to fort. Talk to guard. Talk to prisoner. In this
- conversation, you should find out abut Holy Man of mountain who could
- translate your hieroglyphics (puts cave on map) and he should also give
- you a ring for his wife so she will help you.
- Go into Bazaar and talk to merchant (can't do much now). Go back to L
- (wife) and hive her ring. Enter the tent.
- Look at broken pot on floor. See hole in tent wall (caused by bullet).
- Exit and talk to L. She should tell you that a crash awoke her. Re-enter
- tent and look at base of pole & "take" this hotspot to see bullet
- (should be able to line trajectory up with top of fort)
- Go back to other tent and try to talk to the guy. Exit and talk to wife
- again. Get food for prisoner,
- Re-enter fort. Notice locked door directly behind guard in the far wall.
- Give bread to prisoner. ask him how food was. He should give you lock
- pick.
-
- Desert Mountain/Village
-
- Look at jeep tire marks. Enter building. Talk to holy man (find out that
- man with eye patch stole gem that protects tribe -- and that jeep took
- off toward "village") Ask him to translate rubbings.
- This should tell you about "strange object" from church. Go to the door
- in the cave, Lev. locator works. Ask holy man about door. (He'll tell
- you about sacred word to open door to cave of mysteries.)
- Exit cave and "use" tire tracks to follow thief to village. See jeep.
- Notice rusty hole in jeep, above front tire.
- Enter butcher shop. Notice little bottle and rat bait. Talk to
- shopkeeper .
- Go behind building to square and talk to one-eyed man. You can play the
- game as often as you want, but there is no reason to play until you have
- ability to rig game in your favor.
- Return to butcher shop. Ask shop keeper about rat bait. He should let
- you take a croquette.
- Return to cave area and exit to map and select Easter Island.
-
- Easter Island
-
- Talk to petty thief. It's Tobias, the sailor's brother. Ask about
- island. Then exit screen right to statues. Take shell necklace from the
- first statue. go screen right (lower corner) to get to lighthouse. Take
- glass jar off milestone. Enter lighthouse. You can't do anything with
- broken light right now. Return to statues and then take screen right
- path (higher up than lighthouse) to take path to Tobias's shack.
- Talk to Tobias. Get the island picture from him. Take rubber tubing near
- the petrol can. Show the "m" parchment to Tobias. Show him rubbings
- paper...he'll tell you about batcave at end of path (off screen left).
- Go to path and cave.
- At cave, see termite hill and try to enter cave (too dark). Use rat
- croquette with empty jar (in inventory). Use bait/jar with termites.
- Take jar of termites.
- Make way all the way back to airport and exit to map. Go to Stonehenge.
-
- Stonehenge
-
- See standing rocks and notice central rock. Nothing to do here now. Go
- To (upper screen left) to worker's hut. Talk to worker. Use lockpick on
- hut door and enter. Take metal file from table and take plumb line from
- boxes in right corner. Exit back to map and return to Desert.
-
- Desert
-
- Talk to wife and ask her if she knows magic word for cave door. (royalty
- knows it.)
- Ask guard why turret is closed. (locked door). Talk to prisoner and ask
- him if he knows the magic word for the cave of Mystery. He does, and
- makes a deal to tell you if you save him.
- Create a snake by combining the rubber tubing, the plumb line and the
- shell necklace. use this fake snake on camel. Go into first tent and
- tell man that his camel, bolted. he send you to Bazaar merchant. Go to
- Bazaar and deliver message. He leaves (but you still can't get past
- dog).
- Leave Bazaar and take dish of dog food from open cell -- do NOT feed
- this to dog until you can put drug in it.
- Go to (now) empty tent of man and take shoe. Notice rifle. Leave and go
- back to cave.
- Use metal file on "strange door" to get filings of the lev. metal.
- Exit to map and go to Carib Island.
-
- Carib Island
-
- Talk to painter two times. Give her photo of Easter Island. Give her "M"
- parchment to use as canvass. Go to pier and tell sailor that you've
- found Tobias. Exit and go back to Desert Cave
-
- Desert
-
- Go to Village beyond the cave. Enter butcher shop. There should now be a
- piece of meat on dish on counter. Talk to butcher. You should find out
- that this is a camel carcass. Use jar of termites on the hunk of meat.
- After shopkeeper faints, take narcotic powder and the rat bait.
- Go to Fort and use narcotic on dish of dog food. use on dog. Take small
- safe. Enter door and notice large safe. use chest -- it moves to reveal
- a passage. Enter.
- Take the silencer from floor. Use wall-steps to go to roof. Take
- cartridge case. Take telescope lens. Use shoe from tent with footprints
- in the corner.
- Return to fort area and talk to guard. You should be starting to tell
- him about evidence. But he still needs more proof. Exit to map.
-
- English Church
-
- Return to the archeological dig below church and find rat -- either
- below stairs or all the way at the iron bars at right end of dirt floor.
- Use rat bait on rat. Take the sleeping rat. (you won't need him for
- quite awhile!). Return to map and go to Easter Island.
-
- Easter Island
-
- Go to Tobias' hut and give small safe to him "to crack" He tell you
- combo is 517. "use" safe and it should open. Get key inside. Return to
- Desert Fort.
-
- Desert
-
- Go to fort and use duplicate key on jeep which is once again parked by
- jail cells. Take contents of jeep -- drive belt and flares. With back
- hatch open, you can now see license plate 517 - 462. (First number
- should be familiar). Enter Bazaar and hear two conspirators talking.
- Listen to tale of death of cursed camel. Follow them to back door and
- "use" door to observe them and hear their plot and about their contract
- -- which is in large safe. When they go down passage, go to large safe
- and use combo (462) to open. Just set each number by using dials. Take
- contract.
- Go talk to guard. this conversation "gives" the guard the rifle (you
- can't do it directly). Then give him silencer. Then talk to him about
- plot and then show him contract. You get key to free Prince (automatic
- scene). You get magic words of Open Sesame.
-
- Return to cave. and tell him sacred command. Go to inner cave and hear
- bout myth of gods fallen from sky. Notice mechanism, compartment and
- hole. Exit and return to map. Go to Stonehenge.
-
- Stonehenge
-
- Go to construction yard (worker shack). Use drive belt (from jeep) with
- worker. (automatic scene) Once he's on the phone, you can click anytime,
- while he's talking, which "releases" you to leave shack. You lever on
- tractor to lift stone. Enter underground room.
-
- Take strange green object off pedestal and take thin bronze tube and
- take cracked crystal from center altar . You can now combine tube with
- cartridge case to create a make-shift blow pipe. Return to yard and then
- to map. Go to Easter Island
-
- Easter Island
-
- Go to lighthouse and enter. Use flares (from jeep) in lamp holder. Turn
- handle to shine light on cave. -- but now air balloon block light from
- reaching cave. Exit back to map and go to Carib Island.
-
- Carib Island
-
- Get completed picture from painter. Take this fake treasure map back to
- Tobias at his shack.
-
- Easter Island
-
- Give fake treasure map to Tobias (automatic scene). Enter hut. Take
- chrome paint can and car jack and shard of glass that's in broken window
- over washing machine. Leave hut and use gas burner on balloon to deflate
- it. Go to bat cave.
-
- Enter bat cave (now lit by lighthouse). See graffiti, fountain and stone
- head carved in cave. Notice small hole inside mouth of head.
- Use rubber tube with fountain, to divert stream of water, and enter
- secret passage. Pick up ancient parchment, use car jack with tombstone.
- Take medallion.
- Return to head statues and talk to digging Tobias. Exit to map and go to
- Desert
-
- Desert
-
- Return to the inner cave and use Magnetium object (from Stonehenge
- underground) on hole in mechanism. Doesn't power up. Holy man should
- tell you about sacred gem that was stolen, again.
- Go to Village
-
- Use telescope lens on rusty hole in jeep to start burn-through to tire.
- Go around to square and start to play game with crook. (automatic
- scene). Take mother-of-pearl snuff box under middle cup -- you can't
- take the wooden boxes under other cups. With box in inventory, use lev.
- filings with it. use this with dirty cup on table to return it to
- position. Crook should return.
- Ask to play (automatic scene....keep playing) He gives you gem.
- Return to inner cave and give gem to holy man (automatic scene)
- Mechanism is now powered up. "use" helmet to see transmission from
- medallion that is *already* in the compartment. (don't worry about
- instructions for reading other medallions, all you'll have to do is
- insert them and use the helmet).
-
- Open compartment and remove the medallion (that was already there, that
- you just heard) and insert medallion from Batcave. Use helmet. After
- this transmission, use parchment from her tomb and you should "see"
- coordinates that put Yucatan on map.
- Open compartment and remove this medallion and insert medallion from
- Church. This gives you instructions on how to recharge to Lev. finder at
- Stonehenge-- (Lev finder on center stone, put crystal cube on finder and
- when Red color, it's charged...take finder away.) Exit to map and go to
- Yucatan.
-
- Yucatan
-
- Look at sunbleached rock and at plants. Go off screen R to Mystic's hut.
- Look at marks on stone idol outside hut -- these are a musical score.
- Talk to Mystic..."come back with precise question"
- Go back to forest and exit screen left ("above" rock) to Pyramid. See
- boa constrictor by Mayan Head. Go to (chamber) door "behind" Mayan head
- ...see 4 buttons and push them to learn that they control movement:
- left up right down
- Return to Mystic's hut and talk to him about what you have discovered.
- He tells you secret for entering pyramid: you need a snake, a yellow
- flower of sun, egg of bird and bone of animal cursed by man (this last
- item should remind you of your desert carrying-ons)
- Return to pyramid and approach boa. Use sleeping rat on it. Take snake.
- Go around behind (left corner) or pyramid and see nest us by top of
- pyramid. Use make-shift blow pipe (bronze tube combined with cartridge
- case) with nest. Examine fallen nest and take egg. Return to forest
- area.
- Use chrome spray with shard of glass (from Tobias' cabin) to make
- mirror. Use mirror on sun-drenched rock to turn flower yellow with sun.
- Pick the flower. Return to mystic with snake, egg and flower. Exit to
- map and go to Butcher shop in Desert Village.
-
- Butcher Shop
-
- Talk to butcher. Look at thigh bone. Talk to butcher again and buy the
- bone. Take bone. Return to Yucatan.
-
- Yucatan
-
- Go to mystic and give him gone. (automatic). Talk to mystic when he
- finishes (you now have musical pipe in your inventory). use pipe with
- Marks on Idol to play the pipe.
- Go to snake room in pyramid and move mechanism ..up, up, right, up, up,
- down, up. this opens back door of pyramid. Exit and go around to now,
- opened, door. See painting of medallion being thrown into water. Return
- and ask mystic about drawing (automatic) Exit on path to Lake that now
- appears. You can't get past croc.
-
- Metal Net
-
- Easter Island: go back to digging Tobias and talk to him. (automatic
- scene).
- Carib Island: go back to sailor on pier and tell him Tobias found
- treasure. He leaves. Take metal net and return to small lake in Yucatan.
-
- Yucatan:
-
- Use metal net with croc. Notice stone idol by lake -- and the way the
- faces are facing. Go tell mystic that you have trapped croc. Enter his
- hut. Open his "coffer" trunk, see and take the 8 stone faces. Return to
- back of pyramid and enter inner chamber.
- Place faces in 4-square tile openings, on either side of door, to match
- to stone idol.
- 1. top is two smiles, facing inward toward each other and bottom is two
- frowns, facing outward
- 2. top is two frowns, facing outward and bottom is two smiles, facing
- inward toward each other.
-
- This opens door at top of stairs in the front of the pyramid. Go to it.
- See heads/masks along the wall. Notice that touching crystal in mouth
- changes its color. Nothing you can do now.
-
- Return and talk to mystic. Ask him about his swim, he will give you
- medallion. Ask about crystals. Exit to map and go to desert cave of holy
- man.
-
- Desert Cave
-
- Take medallion to reader mechanism. Use in compartment. Use helmet.
- This transmission tells you that to enter *his* tomb, you need lev
- finder, fully charged and you need to solve the logic problem of the
- colored crystals in heads on walls. After transmission, remove medallion
- from mechanism. If you click on it in inventory, he will repeat the
- logic rules.
-
- Pyramid
-
- Return to pyramid mask room and set crystals in head/masks:
-
- Head Black Blue Red Green Yellow
-
- Crystals Blue Red Green Black Yellow
-
- Enter tomb and take (uncracked) crystal cube from altar. Exit and return
- to map and go to Stonehenge.
-
- Stonehenge
-
- Go to central rock. Put lev. finder on central rock. Use crystal cube on
- it. Click on this stuff, to pick it up, when color shown is yellow (with
- the delay , this will really pick it up when color is red). Inventory
- should say "recharged lev. finder" Return to tomb in pyramid. Use
- charged lev. finder with octagon-hole in tomb. Inside tomb, pick up
- dolphin disk. Exit and go to map and go to Carib. Island.
-
- Carib
-
- Go to pier, sailor should be back. Talk to him. After he tells you
- story, ask him to take you out to ocean again.
-
- Atlantis
-
- At bottom of ocean, go screen right to gate. Use dolphin disk in portal
- lock Enter (automatic)
-
- See broken control panel near door. Try to open door -- dialog with
- occupant.
-
- Open drawers in large file cabinet. Then use file cabinet to climb to
- pipes. Walk to air vent on right, and use your press pass on vent.
- Return to door and talk to Helen.
-
- Go down hall on screen left to elevator room. Read journal near
- skeleton. Use button to go down. Notice 3 locked doors to screen right,
- with colored disks above each. Also notice canister mechanism to screen
- left. Take elevator up and up again -- to prison room. (automatic scene)
- He should give you key to filing cabinet that holds instruction to
- canister mechanism on lower floor.
-
- Ask prof how to free him ..you should hear about "they have key" and
- "need something to knock them out from far away." Go to air vent and Use
- it, to overhear their conversation.
-
- Return to Helen. Use key (from prof) to open drawer in small cabinet to
- get instructions. Look at them. The white one is the general
- instructions and each color is the code for that colored/disk door.
- Return to mechanism on lower floor.
-
- Mechanism:
-
- Buttons under canister send contents of above canister to the canister
- of that (button's ) color.
-
- Red: White fills Red canister (only when all are empty) with 8 units
- Green sends liquid to Green (up to 5 units)
- Blue sends liquid to Blue (up to 3 units)
-
- Green: Red sends liquid to Red
- Black empties Green canister
- Blue sends liquid to Blue (up to 3 units)
-
- Blue: Red sends liquid to Blue
- Green sends liquid to Green canister
- Black empties Blue canister.
-
- Blue Door: Code of Red/0 Green/3 Blue/3
-
- Fill Red (white button). Send Red to Green. Send Green to Blue & empty
- green. Send red to Green.
-
- Go to room and take water. Use control to open airlock door. Exit room.
-
- Red Door: Code of Red/0 Green/2 Blue/2
-
- Fill Red. send red to green. Send red to blue. Send green to red. Send
- blue to green. Send red to blue. Send blue to green. empty blue. send
- green to blue. empty blue. send red to blue.
-
- Go to room. See empty frig, take container of white powered lime. Take
- alcohol. See beaker and beaker valve and thermal heating device.
-
- Green Door: Code of Red/0 Green/1 Blue/1
-
- Fill red. Send Red to Green. Send Red to blue. Send green to red. send
- blue to green. send red to blue. Send blue to green. send green to red.
- send blue to green. send red to blue send blue to green, send green to
- blue. empty blue. send red to blue. empty blue . send red to blue.
-
- Go to room. see pumps schematic and notice pipe with rubber valve. This
- pipe is liquid chlorine. Use empty syringe with rubber valve to get
- syringe full of chlorine.
-
- Professor
-
- Return to professor and show him chlorine, syringe, bottle of alcohol,
- lime bottle and distilled water. He tells you that you have makings of
- chloroform. Instructions:
- Put water, lime and chlorine in beaker and boil. (you get salts of lime
- chloride)
- Dissolve these salts in alcohol.
-
- Laboratory
-
- Use water, lime and chlorine with beaker. Use thermal device. Look at
- beaker. This is lime chloride. Use empty jar with beaker valve. Use
- valve. Use alcohol with jar of lime chloride. You now should have jar of
- chloroform.
-
- Professor
-
- Go back to professor and talk to him. Use jar of chloroform with air
- vent outside the control room (automatic) Use door lever and then enter
- room. Take small key on wall on right. Return to prof and use key on
- handcuffs. (automatic) Go back into control room and open small doors on
- each side of control desk. Take small weight from door on left to
- disable gyroscope.
-
- Escape
-
- Go to decompression chamber and discover the lever dilemma.
-
- Use plumb line with water container. Go to lab room. Put container in
- refrig. Close door and then open door. Take frozen container back to
- decompression chamber. Use frozen container on control lever. Use small
- weight on this set-up.
-
- Rest is automatic...
-
-