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Key & Compass presents:
Time: All Things Come to an End
by Andy Phillips

Time: All Things Come to an End is a Z-machine interactive fiction game written with Inform 5 and is © 1996 by Andy Phillips. At the 1996 XYZZY Awards, it was a finalist in three categories (Best Game, Best Story, and Best Puzzles).

In this game filled with learn-by-dying and read-author's-mind puzzles, you play as a scientist from 1997 who finally gets his translocation machine to work. You arrive inside a garbage bin in 2065 where you witness a murder in the alley outside. This begins a time-travel epic waged between you and a woman with psychotic blue eyes for control over humanity's destiny and the stability of time itself.

This solution is by David Welbourn, and is based on Release 7 of the game.

SPOILERS AHEAD. Reading a walkthrough prematurely can sometimes diminish one's enjoyment of an interactive fiction game. Please make an honest effort to play the game before reading this walkthrough.


Maps

Map 1: DigiCorp Lab, Chelsea, 1997

Roof Storeroom Laboratory GarbageBin u d get onplatform â›”

Map 2: Baker's Street, London, 2065

Laboratory GarbageBin Lavatory Alley DisusedStation DisusedPlatform Corner ofStreet Boarded UpBuilding End ofStreet Hover-taxi Hover-taxi in in out out get onplatform â›” driver, driveto GerantsHeath Estate â›”

Map 3: Carpenter's Apartment, London, 2065

MetalPlatform Backyard SideofHouse PoliceCell Carpenter'sApartment Frontof House Hover-taxi Hover-taxi Housing Estate d out (arrested) u driver, driveto GerantsHeath Estate

Map 4: Police Station, London, 2065

Carpenter'sApartment InterviewRoom PrisonCell DeadEnd VentShaft End ofVentShaft FuelStores LockerRoom PoliceJetcopter LandingPad Hangar ShowersArea Field (wait) (survive) (arrested) (fly copter) d in

Map 5: Farm and Trion Institute Level I, 2065

PoliceJetcopter Shrub-land Garage Field InstituteEntrance ConveyorBelt OutsideElevator HayLoft Barn ToolShed InsideElevator I II III push detector.push sphere d (fly copter) u z. z. z.push sphere.z. z.

Map 6: Trion Institute Level II, 2065

Tamara'sOffice SleepingArea Canteen CorridorNearElevator LongCorridor Offices InsideElevator I II III

Map 7: Trion Institute Level III, 2065

ControlAnnexe Closet XeronPrototype(2065) XeronLab CentralTorus XeronProtoype(1924) InsideElevator I II III in put ruby in hole out

Map 8: Desert region southeast of Cairo, 1924

Communica-tions Room PowerRoom AncientStoreroom AncientTomb SunChamber RoundChamber AncientShrine NightChamber Oasis Rock Face Middleof Desert OutsideMonument XeronPrototype(2065) DesertCanyon InsideMonument Closet XeronPrototype(1924) RockyOutcrop Campsite SupplyTent XeronPrototype(1985) MainTent BehindMain Tent push lever put ruby in hole u put topaz in hole d

Map 9: North England town, 1985

Closet InsideStatue DrinksStall HistoricalMonument HistoricalExhibit ExhibitionEntrance XeronPrototype(1924) OutsidePavilion Side ofLake InsideWoodenHut Closet XeronPrototype(1985) Park PathThroughPark FeaturelessCorridor TownSquare TownStreet BrickedUp Wall TownHall Cafeteria FileRoom Stairwell Dimly LitCorridor LargeOffice â›” put topaz in hole put thingy in hole u d

Map 10: Destiny corridors; Schloss Winholm, Austria, 1940

Surgery DampCorridor CrampedRoom Dungeon ResearchLaboratory War Room TortureChamber CommandBunker AbandonedTower XeronPrototype(1985) Chapel Courtyard FeaturelessCorridor Branch InCorridor LivingHell GuardPost Driveway InfiniteCorridor Edge ofForest DarkForest Top ofTree Closet XeronPrototype(1940) Clearing Study CargoBay push goldbutton put thingy in hole z z u z. z. z. z. (end scene) u d d put diamond in hole

Map 11: Ship, 2008

Submarine(Atlantis) Bridge Submarine(Ship) Study Armoury MainDeck MainCorridor Cabin RadioRoom CargoBay Closet InsideContainer ContainerRoof u z.z.z.z u (drive sub) d d climbcontainer d push black switch

Map 12: Atlantis, 2008 and 8

ViewingRoom UniverseChamber TriangularChamber TempleEntrance Under-waterCavern Submarine(Atlantis) DisplayCase RuinedHouse HiddenChamber Mistsof Time Submarine(Ship) Classroom jump think (do what'snecessary) (drive sub) (solve orrery puzzle)

Map 13: School and Clock Tower

PhysicsOffice ChemistryOffice PhysicsLabs ChemistryLabs OutsideScienceBuilding Front ofSchool Classroom Under-neathVan CentralCog Mistsof Time Mistsof Time ClockTower CogsRoom Interlude u go under van wear necklace think u break frame enterwindow d out d e in

Walkthrough

Prologue: Breakthrough

>> SPACE

Laboratory

> verbose.

> x machine. (has platform, panel, and red button)

> x panel. open panel. (no: screwed shut)

> x papers. search papers. (+1: got notebook)

> read notebook. ("consult notebook about [topic]")

> consult it about machine. (time machine)

> consult it about gate.

> consult it about void.

> consult it about panel. (re power source: need to store a large charge quickly)

> consult it about DigiCorp.

> consult it about project. (note it's 1997)

> n.

Storeroom

Normally, I'd assume the Gustav Ernst III quote is a major inspiration and its inclusion explains why so many time-related things in this game are triangular. ! However, Googling "Gustav Ernst III" only brings up this game and another Phillips game called "Heist". Also, it seems "Gustav Ernst" is a major character in a third game of his called "Inside Woman".

> x frame. ("Time is but a series of ever increasing triangles.")

> take screwdriver. take cable. x it.

> s.

Laboratory

> unscrew panel with screwdriver.

> x power. (has opening for a connection)

> take power. (+1)

> u.

Roof

Be careful not to electrocute yourself! Don't touch the wire directly, and don't hold the power source when you make the final connection!

> attach cable to power.

> drop power.

> attach cable to wire. (+1. Lightning charges up the power source and destroys the cable.)

> take power.

> d.

Laboratory

> put power in panel.

> push button. (A hole grows in the platform. That's the void you want. It's working.)

> stand on platform. (+1. You see a white dot grow into a triangle, but the pain makes you pass out.)

>> SPACE


Chapter 1: The Xeron Project

Garbage Bin

NOTE: Anything you were carrying (notebook, screwdriver) is now lost in time.

CAUTION: Don't take anything while the voices are talking; taking things here makes too much noise.

> search rubbish. (There's a newspaper.)

> x hole. (You see a fearful man in the alley.)

> read newspaper. ("July 20th, 2065")

> x hole. (You see the killer lean over the dead Carpenter. Then something is tossed into the bin and you hear the killer leave in a vehicle.)

> look. x gun. take gun. (You make noise when you do so.)

> out.

Alley

> x body. x jacket. (has triangular "TI" badge)

> search jacket.

Carpenter has some final words for you. He wants you to stop the Xeron project. He also mentions keystones and that the apartment key is hidden down in the ... something.

Time to go.

> s.

Corner of Street

> x signs. e.

Boarded Up Building

> x gutter. (+1; got steel button)

> x tracks.

> x building. read writing.

> x sign. ("BAK...S...ET")

It's safe to assume this is the Baker Street tube entrance in London.

> e.

End of Street

> x car. x man. x door. ("Berto's Hovertaxis")

You don't know where to go and you don't have a way to pay the driver for a trip. Come back later when you do.

> w. d.

Disused Station

> x girl. (20-years-old, not a pushover)

> x machine. (girl is in the way)

> e. n.

Lavatory

The girl is now blocking your exit and holding a glowing knife. You have four turns to deal with her before she attacks.

> x knife. (might cut through anything)

> point gun at girl. (+2; she freezes)

> girl, drop knife. (Done. She flees. The knife stops glowing.)

> drop gun. (You don't want to be caught carrying this thing later.)

> take knife. (+1)

> x knife. (dull)

> turn handle. (now sharp and glowing)

> turn handle. (off and dull again.)

> read graffiti. g. g. g. g.

> x toilet. open it. (You extract a bag and drop it.)

> x bag. take it. open it.

> x ID. (K.D. Carpenter lives at Gerants Heath Estate and works at Trion Institute.)

> x disc. ("KDC")

You need to take the piece of paper to read it.

> take piece of paper. read it. drop it.

> take disc. (+1)

This is hardly motivated but you must do it anyway:

> x pipe. pull pipe. (+1; you now have a pipe)

> s. w.

Disused Station

> x machine. push it. g. look. take gum. (+1)

> x gum.

> u. e.

End of Street

🎒 Inventory check!

This taxi ride is one-way. You must have the button, knife, pipe, gum, and disc. You don't need the newspaper, gun, identity card, paper, or bag.

But bring the card anyway.

> drop bag. take card.

> knock on door. (The driver wakes and unlocks the door.)

> open door. enter taxi. (+1)

Hovertaxi

> close door.

You can optionally ask the driver about corper or London. The driver also recognizes all of the following as possible destinations, but for each, he has a reason why he cannot drive there: Buckingham Palace, museum, park, parliament, square, Tower of London, Trion Institute.

> say Gerants Heath Estate

The game tells you the correct syntax to use.

> driver, drive to estate

"That will be twenty three creds corper."

> give disc to driver. (+1; you get out)

Housing Estate

The taxi leaves, of course.

> n.

Front of House

> x window. (You see a dim red glow inside.)

> put ID in slot. (fail: the card reader is disabled)

> x door. (slightly ajar)

> open door. (can't: something's behind it)

CAUTION! Don't push or open the door a second time! There's a bomb on the other side!

> s. ne.

Side of house

If you still have the gun, newspaper, paper, or bag, drop it here and now.

> drop ID and disc. (You don't need them any more, and you will need the inventory slots.)

> x fence.

> turn handle. (knife now sharp)

> cut rope with knife. (hole made)

> cut rope with knife. (took some rope)

Leave the knife on; you need its light when you get inside. There's an upcoming light-management puzzle where if you turn on any light when inside, it triggers unwanted consequences unless the windows are blocked. Carrying the lit knife inside with you avoids that trigger.

> w.

Backyard

> x platform. x rope.

You must bend the pipe before tying the rope to it.

> bend pipe. x it.

> tie rope to pipe.

> throw pipe at platform.

> u. (+1)

Metal Platform

A dangling rope is suspicious. Get rid of it.

> untie rope. (+2; pipe and rope are gone)

> chew gum.

> open window. s.

Carpenter's Apartment

Entering this location triggers a searchlight sequence for anything suspicious, like a dangling rope.

An open window is also suspicious, so close it.

> close dirty window. (This cuts off the outside as a light-source.)

> touch wallpaper. cut it with knife.

> get piece. (of wallpaper)

> put gum on piece.

> put piece on small window. (+2)

With both windows blocked, it's safe to turn the globe in the ceiling on. Relax a little.

> x globe. ("Verbaglow" is your hint that it's voice-activated.)

> globe, on. (+1)

> drop knife. (It stops glowing. You no longer need it, and it's dangerous to be caught carrying it later.)

The device is a bomb.

> x device. (two buttons: green and red)

> x red. ("arm")

> x green. ("tim")

> push red. (to disarm the thing)

With the globe on, search the items and find a pendant.

> x items. search items. (+1; got pendant)

> x pendant. (It has a spherical groove, and it's not from this time period.)

> wear it. (strange buzz)

It can't be helped. You must blow open the compartment with the bomb.

> x compartment. (fairly solid)

> take bomb. put it on compartment.

> push red. (to arm it)

> push green. (to start the timer)

> z. (boom: the compartment is open)

Act quickly; the police are now on their way.

> take all from compartment. (+1)

> wear watch.

> open briefcase. (sorry, you can't)

> x briefcase.

> x watch. (three buttons and a display)

Five turns after the explosion, police shoot you with tranq darts and you wake up in a cell.

CAUTION: If the police catch you carrying the gun or knife, they shoot to kill instead.

Police Cell

🎒 Inventory check!

The briefcase is gone, but you still have the button, pedant, and watch.

> i.

You're far too groggy to do much yet, but you must ditch the pendant now. Why? Because if the interrogator you're about to meet finds it on you, she kills you.

> remove pendant. drop it.

Might as well examine your watch buttons now, but don't push any:

> x top button. (The sun symbol means light. Pushing this button makes the watch emit light.)

> x center button. (The dark dot means "off". Pushing this button turns the watch off.)

> x bottom button. (The hollow circle with two interior lines means... I dunno. Pushing this button shows the current year on the watch's display.)

> z.

Men escort you to...

Interview Room

When sitting in this chair, your ability to move is limited to what your interrogator allows you to move.

> z. z.

> x woman. (She's Carpenter's killer!)

> z. (A glass of liquid is placed in front of you and you can now move one of your arms.)

> take glass.

CAUTION: Don't drink the liquid! It's some sort of irresistable truth serum.

> throw glass at figure.

You're thrown out of the chair, and now she has your throat in her hand.

> z.

"Where do you live?"

> say Chelsea

"Profession?" (You need a believable lie.)

> say thief

"Find anything worth taking?"

> say yes

"What?"

> say briefcase (+3)

She calls you a loose end and is about to choke you to death, but two officers call her away. They address her as Special Investigator Quinn, and you get a glimpse of her pale blue eyes.

You next wake back at...

Police Cell

> wear pendant.

If you feel like playing with the watch's buttons, now's the time. Only one button can be depressed at a time. All buttons are pushable only; they are never pulled or turned.

> push bottom button. x display. ("2065")

> look under bed. (find screwed-down legs)

> unscrew legs with steel button. g.

> drop steel button.

> move bed. (grate revealed)

> hit grate. (You made a suspicious noise!)

> move bed. (A guard peeks in, but sees nothing wrong.)

> move bed. open grate.

> push top button. (for light)

> d. (+1. You fall to...)

Ventilation Shaft

You can't climb back up, of course.

> w.

Dead End

> x rubble. x grate. (You see a hangar area with a helicopter and a police officer.)

> x helicopter. x officer.

> e. e.

End of Ventilation Shaft

> x grate. (You see a locker room.)

> open grate. e.

Locker Room

> push centre. (to turn the watch off)

> x locker. (has keyhole)

> x mop. take it.

> se.

Showers Area

> x door. (handles are lined up)

> put mop in handle. (+1)

> take key.

> nw.

Locker Room

> unlock locker with key. drop key. open locker.

> read door.

Note not only the codes on the locker door, but also how they're formed, either by taking the first four letters from one word, or by taking the first two letters from two words.

> look in locker.

> x uniform. search it. (+1: got lighter)

> x lighter. ("Happiness in a cigar")

> wear uniform. (+1)

> x towel. take it.

> sw. w.

Landing Pad

CAUTION: While wearing the uniform allows you to get this far, if you try to enter the copter while the officer is here, you are arrested and die.

You need a distraction.

> x copter. x officer.

> e. n.

Fuel Stores

> x drum. put towel in drum.

> burn towel with lighter.

> s. w.

Landing Pad

+1. You hear the nearby explosion.

> z. (The officer here leaves his post.)

> in.

Police Jetcopter

CAUTION: Wear the helmet immediately, not for protection, but to hide your face. When the guard returns, if he sees you inside the copter without the helmet, he sounds the alarm and you're arrested. With the helmet on, he assumes you're the pilot you trapped in the shower stall and have the right to be there.

> wear helmet. (The officers get the fire under control.)

> look under chair. (+1: got flight manual. Also, guard is back.)

> read manual. drop it.

> x panel. (Because you read the manual, you now recognize the engines, autopilot, and eject buttons.)

> push engines. (+2. Lift off!)

Figuring out which navcode to type next is tricky. Of the three you saw in the locker, PYRA and LOAN are no longer used. If you type one of those, the autopilot won't work.

BENI is still valid, but it's also outdated. You crash into a skyscraper on the way if you use that one. And if you eject before that happens, you land on a railway track and a train slices you in half. Ouch.

Hovering above the police station indefinitely is not an option. After seven turns, they shoot you down.

Ejecting when hovering over the police station means you and your chair land back on the landing pad, and you're arrested and die.

So what's left? You must guess a navcode based on the what you've seen earlier and how navcodes appear to be abbreviations of location names.

Did you remember that Carpenter's ID card mentioned a Trion Institute? No? Well, the likely navcodes for that destination would be TRIO or INST or TRIN. Any of those three navcodes will do the trick.

> type TRIO

> push autopilot. (You're now at the edge of London.)

> z. ("Missile Alert")

CAUTION: If you do nothing, "Atomblaster" rockets incinerate you.

> push eject. (+1. You and your seat land in...)

Field

Sooner or later, guards will be coming to see if anyone survived the copter's destruction. You need to hide this pilot seat.

Avoid entering the barn at first. Opening the container in there is the trigger for the guards' arrival.

> se.

Tool Shed

> x shears. take them.

> nw. n.

Shrubland

> cut plants with shears. (You now have branches.)

> s.

Field

> put branches on seat. (+1; to hide it)

> ne.

Garage

> x car. open boot. look in it.

> x rag. take it. (+1)

> smell rag.

> look under car. x detector.

> sw. s.

Barn

> x container. open it.

You find a human body in water. Also, you hear approaching footsteps.

> x body. (nude female; strangle marks; "Tamara" neck tag)

> wash rag in water.

> u.

Hay Loft

> wear rag. (to prevent yourself from sneezing)

You hear someone pacing below.

> z.

One guard suggests calling this off for now.

> z. (+1)

The other guard agrees. They leave. You toss the rag away.

The entrance to the Trion Institute will punish you severely if you try to bring foreign items (the shears, helmet, and uniform) inside. You can safely ditch those items here. Keep the pendant, watch, and lighter.

> drop shears.

> remove helmet. drop it.

> remove uniform. drop it.

> d.

Barn

> x body. x mouth. (clenched teeth?)

> open mouth. (+1: got tiny silver sphere)

> x sphere. put it in pendant.

> push it. (+1)

You see a visual recording of the woman. She tells you that someone else plans to impersonate her, infiltrate the institute, and use the Xeron Machine to get the keystones. You must stop her. Unfortunately, Tamara has no time to explain further.

Next, for reasons I don't fully understand, you must "hide" Tamara's body by putting it into the boot of the rusty car. This is not optional; you must move her.

> take body. drag body n.

Field

> drag body ne.

Garage

Interestingly, the game won't let you put the uniform or helmet into the boot. Why this is a good hiding spot for her but not for anything else makes no sense to me.

> take body. put body in boot. close boot.

> i.

🎒 Inventory check!

The trip into the Trion Institute is one-way.

Make sure you're wearing both the watch and the pendant. The silver sphere must stay in the pendant. Carry the lighter and nothing else.

Do not bring the shears, uniform, or helmet with you.

You should also have ditched the button, key, and manual long before reaching the farm, but if not, get rid of them too.

> touch detector.

> push sphere. (+1. "Identity confirmed.")

You descend via a platform to an underground chamber.

Institute Entrance

Last chance to get rid of unauthorised items.

> x logo. ("Scanners In Operation. No Unauthorised Items.")

> e.

Conveyor Belt

You're now on a one-way conveyor belt. If you fail any of the tests, lasers reduce you to ash.

> z. z. (You're scanned for unauthorised items.)

> z. (An optical viewing device is ahead.)

> push sphere. (The device looks at the hologram of Tamara and lets you pass.)

> z. (The exit of the belt approaches. You can die at this step if you left traces behind, such as not hiding Tamara's body.)

> z. (+1. You're now at...)

Outside Elevator

> s.

Inside Elevator

> x panel. ("I", "II", "III")

> push i. (Nothing; you're already at that level.)

> push ii. n.

Corridor Near Elevator

> e. e.

Offices

The northeast office is for "Tamara Krieg".

> x door. (You see nothing special.)

> open door. (huh, not locked)

> x door. (You now see a vertical beam.)

> x beam. (Don't break it!)

> w. w. w.

Canteen

> x tray. (reflective)

> x bottle. (empty)

> take bottle. take tray.

> e. e. e.

Offices

> put tray in beam. (+1)

> ne.

Tamara's office

Because of our current inventory limit, it's awkward to take everything we want. In fact, leave the bottle here for now.

> drop bottle.

> x photograph. (high quality of Tamara)

> x briefcaseorx papers.

> x base. search base.

> x sphere. (brass)

> x rod. (has pressable cap) take rod.

The rod can stun people. To use it, first point the rod at your target, then push the cap. Your first victim will be a sleeping man west of the canteen.

> put tray in beam.

> sw. w. w. w. w.

Sleeping Area

> x man. (would be woken by tiniest noise)

> x rucksack. ("R.Collins")

> point rod at man. push cap. (He stops snoring.)

> take rucksack. (+1)

> e. e. e. e.

Offices

> put tray in beam. ne.

Tamara's office

> open rucksack. x device.

> take photo. take bottle.

> take silver sphere. take brass. (+1)

> put brass in pendant. push brass.

This recording is from Carpenter. He warns someone plans to use the Xeron machine to locate the keystones, one of which is in this institute. Also, the city of the ancients has the great secret of time.

> take brass.

> x safe. (needs numeric code typed)

> put device on safe. x lights.

> type 10000 (no: must be from 1 to 9999)

> type 5000 (note the right light's color)

The number that unlocks the safe is randomized. This is a "Hi-Lo puzzle" which is best solved using a "divide and conquer" strategy called a binary search. See Interactive Binary Search Game if you're unfamiliar with this idea. Have you ever seen the Clock Game on The Price Is Right? It's like that but without a ticking clock.

The device has two lights to guide you, but you can ignore the left light which is just red when your guess is wrong, and green when your guess is correct.

The right light is yellow when your guess is too low, orange when your guess is too high, and off when your guess is correct. Furthermore, the right light dims as you get closer to the target number.

For example, after you typed 5000, was the light yellow? Then the correct number is from 5001 to 9999, and your next guess should be 7500. Otherwise, if the light was orange, the correct number is from 1 to 4999, and you next guess should be 2500.

Keep picking a number halfway between the remaining range of possible valid numbers until you type the right one.

> type NUMBER(repeat using different numbers, narrowing in on the correct one until the safe opens.)

CAUTION: If you broke the beam earlier, the moment the safe opens is when your enemy arrives and kills you and takes the safe's contents for herself.

> look in safe.

> x ruby. take it. (+1)

> take pyramid. x it.

> take folder. read folder. (+1)

The Xeron machine is Trion Institute's name for their time-travel machine. Note that the pyramid is the "access key" (like a garage door opener) and that there's a closet in the west wall of the machine.

> close safe. (It auto-locks.)

Abandon the device on the safe; you don't need it any more.

> take tray. (in case it was in your sack)

> put tray in beam. sw.

Offices

> put tray in sack. take rod.

> w. w. s.

Inside Elevator

> push iii. n.

Central Torus

> x door. (has glass scanner and circular pad)

> u.

Control Annexe

On entry, you fall to the floor, numb, unable to move.

> x figure. (It's "Tamara".)

> x figure. (Her head is unprotected, and she has Quinn's blue psychotic eyes.)

> z. (You still can't move, her hand is on your throat, and she starts to check your stuff.)

> z. (She takes the ruby.)

> z. z. (You can move a little.)

> z. (You can move fully now.)

> point rod at head. push cap. (+2; she falls)

> search woman.

CAUTION: Don't take the mask! She'll wake up and dominate your mind again.

CAUTION: Don't attack the stunned woman! Her armour's self-defence systems will fry you to death.

CAUTION: Don't wear the glove! Anti-theft poison needles kill you.

> take glove. x glove. take ruby.

> d.

Central Torus

> put glove on door.

> put photo on door. (The door opens.)

> w. (+1)

Xeron Lab

> x machine. x gate.

> push white button. (of the pyramid; the gate opens)

> in. (denied)

You can't carry dangerous items from this time period into the machine; the gate closes. You're also not allowed to take the folder through.

So drop the glove, the rod, the folder, and the safe-cracking device if you tried to keep it.

You may also drop Tamara's photo, but you still need everything else.

> drop glove. drop rod. drop folder.

> push white button. in. (+1)

Xeron Prototype

The gate closes.

> x panel. (has triangular hole, a globe, and a readout: "2065")

> x globe. (east coast of England indicated)

> x hatch. open it. (no: only in emergencies)

> push west wall. (A hidden passage is revealed.)

> w. (+1)

Closet

> x suit. take it. wear it.

> x red crystal. take it.

> look. take bronze sphere. (+1)

> put bronze in pendant. push it.

> take bronze.

> e.

Xeron Prototype

> put ruby in hole. (+2. You travel to somewhen else.)

>> SPACE


Chapter 2: The Sands of Time

Xeron Prototype

> x globe. (desert southeast of Cairo)

> x panel. (1924)

> take ruby.

> push white button. out.

Rocky Outcrop

The access gate closes. If you're wearing the envirosuit, it protects you from the desert heat. It also projects a holographic illusion of a contemporary outfit, which you can see if you examine the tray.

> x tray.

> d.

Campsite

> x charcoal. take it.

> s.

Main Tent

> x chest. (locked)

> x bed. x pillow. look under it. (A book falls out.)

> take book. (+1)

> x it. read it. g.

Remember that the leather book can translate ancient script, but you must be holding the book directly.

> x tent. go under tent. (+1)

Behind Main Tent

> x bones. dig sand. (found tiny brass key)

> take key. (+1)

> w.

Main Tent

IMPORTANT: DO NOT discard the key; you need it again 600 turns from now.

> unlock chest with key. open chest.

> x disc. read it. (ancient script)

> translate disc. ("Divider of that which provides us with our very existence.")

> take disc.

> take diary. x it. read it. (has odd chemical list)

> n. e.

Supply Tent

> x lantern. open it. x oil. close lamp. take it.

> w. n. n. e.

Outside Monument

A door opens for you to the southeast.

> x door. translate door. ("Within here be the resting place of the yellow keystone of time.")

> se.

Darkness / Inside Monument

> push top. (top button of watch)

> take gold. (+1)

> put gold in pendant. push it. take it.

This message is from a strange man who begs you to find the four keystones, "seek out the centre", and destroy a weapon that threatens all of time.

You'll meet this man later. He's an ancient Atlantean and the keeper of time. It's never explained why it's your job to save all of time and not his.

> clean case. x case. x topaz.

> take leather book. translate plaque. ("In the presence of power, and the symbol and word of authority, the eye shalt be given to the champion of time.")

> push center. nw. nw. w.

Oasis

CAUTION: Don't drink any water from here. It's been poisoned. You still need to take some, though.

> x pool. fill bottle.

> e. n.

Darkness / Round Chamber

> push top.

> x column.

> nw.

Ancient Storeroom

> x ball. look in it. take ball.

> se. ne.

Sun Chamber

> x slab. (radiant lines around a center)

> translate plinth. ("The god that doth fall upon the great table shalt be used to vanquish the great enemy.")

> sw. se.

Night Chamber

> x statue. (empty eye socket)

> translate statue. ("When the great enemy rises to do battle against the evil within, and the eye of RANDOM-SOMETHING is held in the path of the enemy, the ancient tomb shalt be opened for all to see.")

The eye's description is randomized:

It should be clear that you need to insert an appropriately-colored sphere into this statue's eye socket.

> nw. sw.

Ancient Shrine

> x statue. (has empty bowl with script)

> translate bowl. ("When the opposing elements reside within me in unison, the need for war shalt no longer be necessary.")

> x sword.

> translate sword. ("Power be given to those who be chosen.")

> take sword. (can't: a force holds it where it is)

The "opposing elements" needed are water and oil.

> take bottle. pour water in bowl.

> take lantern. open it. pour oil in bowl.

> take lighter. light oil.

The statue's eyes glow green, the sword shimmers, the bowl's contents vanish.

> take sword. (+1)

> ne. ne.

Sun Chamber

This is a read-author's-mind moment. You not only need to recognize the radiant lines on the slab as an incomplete sun symbol, as seen on the top button of the watch, but you also have to recognize charcoal as a drawing tool, and further, deduce that drawing a circle on the slab with the charcoal might actually be helpful.

Like, it's not like we can see an optical scanner looking at the slab.

> take charcoal. draw circle on slab. (+2. The slab glows, the roof opens, and sunlight falls onto the stone plinth.)

> take disc. put disc in plinth. (+1. The white shaft of sunlight is split into four colored beams: red, yellow, green, and blue.)

CAUTION: If you put the crystal ball into the shaft of sunlight, the ball turns white and opaque. Likewise, it turns red, yellow, green, or blue in the other beams. This color absorption cannot be undone.

Any colored version of the crystal ball can be inserted into the evil statue's eye socket, but once inserted, it's stuck there and can no longer be removed.

If you translated the evil statue with the leather-bound book, you know which color ball you want.

> take crystal ball. put ball in CORRECT-COLOR beam. (The ball is now that color.)

> sw. se.

Night Chamber

> put ball in socket. (click)

Hm. A bit more is needed.

> nw. ne.

Sun Chamber

> take disc. (can't: too wedged in)

I felt horrible destroying an ancient artifact like the glass disc. But it's the only way to proceed.

> break disc. take tray. put tray in plinth. (Sunlight is now reflected southwest.)

> sw.

Round Chamber

> turn column. (The stone column is replaced with a metal column.)

> look. (The sunlight is now reflected southeast.)

> se.

Night Chamber

The sunlight is falling onto the crystal ball. It glows fiercely. The statue shimmers and disappears. To the north, you hear machinery.

> nw. n. (+1)

Ancient Tomb

> x sarcophagus.

> take leather book.

> translate lid. ("The end of one lifetime is but a transition to the next.")

> open lid. x bones. x sceptre.

> translate sceptre. ("All praise the beholder, Karimal.")

> take sceptre.

> s. ne.

Sun Chamber

> take tray.

> sw. s. se. se.

Inside Monument

Make sure you have both sword and sceptre directly.

> say Karimal. (+1)

The sword, sceptre, and topaz all glow. They trade places! You have the topaz, and the sword and sceptre are now inside the case. The plaque's script changed.

> translate plaque. ("The keystones must not fall into the hands of the demonic ones from which they be protected since the coming together of time.")

> out.

Outside Monument

> push center.

> w. s. s. u.

Rocky Outcrop

The prototype access gate makes no objection to the broken lantern or the two books.

> push white button. w.

Xeron Prototype

> put topaz in hole. (fail: a fuel rod must be recharged)

> take topaz. open hatch.

> look in hatch. x fuel rod. take it.

> push white button.

> e. d. n. n. n.

Rock Face

Guess I turned off the watch too soon.

> push top. n. n.

Ancient Tomb

> enter coffin. x lever. push lever. (+1)

The sarcophagus slides north to...

Communications Room

The beacon and equipment aren't important.

> out. e.

Power Room

> x generator.

> take red crystal. put it in funnel.

> put rod in slot. (+1; it's recharged)

> x rod.

> w. enter coffin. push lever. out. s. s.

Rock Face

> push center. s. s. s. u.

Rocky Outcrop

> push white button. w.

Xeron Prototype

> put rod in hatch. close hatch. ("Ready")

> i.

🎒 Inventory check!

You will not be returning to this time and place, so make sure you're ready to go. I warn you: the ruby won't bring you back here a second time.

Continue to wear the envirosuit, the watch, and the pendant.

You should have four tiny spheres: silver, brass, bronze, and gold. You still need them all.

You should have two keystones: the ruby and the topaz.

You still need the rucksack, the pyramid, the bottle, the lighter, the diary, and (perversely) the brass key.

Strictly speaking, you don't need the shiny metal tray any more, except for checking what the suit looks like to others. Keep the tray.

The following items can now be considered junk: the leather-bound book (no more translations) and the broken lantern. While you carry the rucksack, it doesn't hurt to keep extra stuff, but feel free to just drop them in the closet with the photo of Tamara.

Are you ready?

> save

> put topaz in hole.


Chapter 3: Forty Year Reich

Xeron Prototype

> take topaz.

> x panel. ("1985")

> x globe. (town in Northern England)

> push white button. e. (+1)

Park

The game will get cranky if you don't check out the tent before anything else.

> n.

Outside Pavilion

> take leaflet. read it.

> x man. ("Jake")

> x trinkets. x badge. ("NBK")

> ask Jake about badge.

> n. nw.

Drinks Stall

> x whisky. x man.

> e.

Historical Monument

> x statue. x medallion. read writing.

> x helmet. (unimportant)

> x rifle. (loose)

> x grenade. (unimportant)

> x uniform. (unimportant)

> take medallion. (no: out of reach)

> take rifle. g. (+1)

> touch statue. (It's vibrating? That's very odd.)

> n. ("You can't walk through a solid stone statue!")

Do you remember the bronze sphere's message saying "the craft holographic generator will not be installed until it has been fully tested"? So your Xeron prototype doesn't have a way to camoflauge itself, but what if a later Xeron craft has it?

> push white button. (of your pyramid: The front of the statue and the medallion fade away.)

> n. (+1)

Inside Statue

> take medallion. take rod. x rod.

It's very difficult to figure out what this rod does, even though it's easy to use: just point it at something and turn its handle. (Since "handle" is a synonym for the rod, "turn rod" works too.)

For a few select things in the game, this rod can make its target shake or jiggle. But,... the rod doesn't jiggle everything that it could, just the things you need to jiggle in the game. That makes it very difficult to experiment with. You're forced to blindly use it on everyone and everything until something unusual happens.

Fortunately, you're using a walkthrough, and I can tell you what the rod is good for and where. The first thing that needs to be jiggled is a keypad mounted on an office door, and if I hadn't told you that, you'd likely have forgotten the rod when you get to that point in the game.

> push west wall. (closet opens)

> w.

Closet

> read label. ("Invishield Mk IV", "C2H5OH")

C2H5OH is the chemical formula for ethanol.

> take cutters. (+1)

> e. s. e.

Historical Exhibit

IMPORTANT: Don't skip seeing all five scenes in this exhibit. It's a secret trigger for an event elsewhere.

> x device. (It shows Churchill signing his surrender.)

> touch it. (The scene changes.)

> g. g. g. (You see the diamond keystone used in a top secret project in Austria.)

> sw. s.

Outside Pavilion

> give medallion. take badge. (+1)

> wear badge.

> s. e.

Path Through Park

You interrupt an arguing couple when you first visit here.

> x trees. x body. search body. take wallet. (+1)

> x wallet. open it. x card.

> read papers. ("Herr Klein, British Citizens Inspector"; has his photo)

> ne.

Side of Lake

After seeing the diamond in the historical exhibit, when you next visit here, a man gives you a note and leaves. An iron sphere falls out of the note.

> take iron. (+1)

> read note.

> put iron in pendant. push it. (Remember the "Earthan" experiment.)

> take iron.

> x hut. open door. (locked)

> knock on door. (no answer)

> shoot door. (no ammo)

> sw. w.

Park

The brown paper is blown away and lost forever. I hope you read it earlier!

> n. n. nw.

Drinks Stall

> show papers to man. (+1. He flees.)

> take bottle. fill bottle.

> se. s. s. e. ne.

Side Of Lake

I know you have no motivation to drop the identity papers here, but it's in your best interest to not have the papers for a while, and this is the most convenient place to regain them later.

> drop papers.

> sw. w. s.

Town Street

You see a veiled woman pass by in a car.

> e. s.

Cafeteria

CAUTION: Never bring the identity papers in here.

> x counter. x cake. x table. x chair.

> x ashtray. x sachet. (pepper)

> x people. x girl.

> ask girl about cafe. (not into chatting)

> take card.

> buy cake. (with card; both on the floor now)

> take card and cake. (+1)

> sit on chair.

A bearded man enters the cafe; he was the one arguing with a woman on the path in the park.

If the man doesn't enter when you sit down here, it's because you're not wearing the badge. Try wearing the badge before sitting.

> x man.

> take sachet.

> z. z.

The man whispers that they've been waiting for you and to come to the usual place. He calls you "Python".

> z. z. (+1; the bearded man leaves)

> look under table. (A newspaper is there. It wasn't there when you sat down.)

> x newspaper. take it. read it. (found note)

> take note. read note. ("Meeting in usual place. Make sure not followed. Usual Identification Rules. Extreme care needed because of recent actions and increases in security. The word is about. Take necessary precautions. There may be a leak.")

> put note in ashtray. take lighter. burn note. (+1)

> stand. n.

Bricked Up Wall

Two sinister men stop you and search both your inventory and the cafe. Because they didn't find either the note or the identity papers, they release you, but otherwise, you're arrested and killed.

Go fetch the papers; your meeting is in the hut by the lake.

> w. n. e. ne.

Side Of Lake

> take papers.

> knock on door. ("Give the Password")

The note literally said "The word is about."

> say about

> e. (+1)

Inside Wooden Hut

You're not really "Python", but he doesn't need to know that.

> give papers. (+1; they're updated with new photo)

> x papers.

> x man. (the resistance leader)

> z.

Side Of Lake

> sw. w. s. w.

Town Square

> i.

🎒 Inventory check!

It's very important that you avoid entering the town hall until you're ready. Entering and leaving without passing by the sentry is suspicious and it will cost you your life later on.

Make sure you have everything you need from this time period before continuing:

If you're missing something, go get it.

Ready?

> s.

Town Hall

CAUTION: Showing the original identity papers to the sentry is fatal. Offering the credit card to the sentry is fatal. Identity theft and bribery is severely punished.

> show papers to sentry. (You're welcome to enter.)

> s. (+1)

CAUTION: If you were in and out from Town Hall beforehand, this made the sentry suspicious, and you're arrested instead of given a salute.

Stairwell

> remove pin. unlock door with pin.

> wear pin. open door.

> w. (+1)

File Room

> x cabinet. open it. x files.

> look up Earthan in files. (The Earthan device was developed at Schlss Winholm, Austria, to work on brainwave patterns.)

Note and remember the randomized number scribbled in red. I'll refer to it later as the EARTHAN-NUMBER.

> close cabinet. e.

Stairwell

> close door. u.

Dimly Lit Corridor

CAUTION: Typing any number on this keypad causes a fatal explosion, so don't even try it.

> s. (no)

> x door. ("Frau Direktor Monika Schmeist")

> x keypad.

> take rod. point rod at keypad.

> turn rod. (The keypad is now loose.)

> pull keypad. (A red wire is exposed.)

> take cutters. cut wire with cutters. (door opens; keypad falls)

> take keypad. (Yes, you will need it later.)

> e. (+1)

Large Office

The desk and equipment are unimportant.

> x rug. move rug. (no: fixed down)

> x head. (one eye glows)

> take head. (Not attached to the wall?)

You must deduce that the Invishield you read about in the enemy machine's closet is the eye in the moose head and that it's keeping something invisible from you.

> pour whisky on head. (+1. The eye dies and a cabinet appears.)

> x cabinet. open it.

> x thingy. take it. x box. take it.

The black box is a portable time-void generator that can send anyone else you're near to another time and place. However, the box only has enough power to be used once, so you can't experiment and be able to win later.

If you don't mind losing the game, you may find it amusing to use the box on the sentry, the cafe girl, or Jake. Alas, your enemy is immune to the box's effect.

IMPORTANT: Before leaving the room, make sure you have the pepper sachet directly in your hand and open.

> take sachet. open it.

> w. (The veiled woman enters instead.)

> z. z. z. (She lifts her veil!)

> throw pepper at woman. (She's down but not out.)

Run all the way back to the prototype!

> w. n. n. n. e. n.

Park

> push white button. w.

Xeron Prototype

For your next trip, instead of a keystone, you'll be using a thingy programmed with the space-time code for that schloss in Austria where the Earthan device was invented.

> x keypad. (It has a space for a connection.)

> attach thingy to keypad. (bleep!)

> type EARTHAN-NUMBER(more bleeping)

> save

> put thingy in hole. (+1)


Chapter 4: All in the Mind

Featureless Corridor

> x crowd.

> ask crowd about time. (They ignore you.)

> touch crowd. (That doesn't work.)

> w. (impossible to go that way)

> e.

Branch In Corridor

> se.

Infinite Corridor

> x old man. (You know him from somewhere.)

> ask man about time. (He doesn't hear you and walks through the north wall.)

Another old man, in a loincloth and wearing a gold clock, reaches through you...

...and then you're back in the prototype.

Xeron Prototype

> x thingy. (gone)

> x panel. ("1940")

> x globe. (in Austria near Germany)

🎒 Inventory check!

The next part is quite dangerous, and you want to get your inventory pre-arranged so you're not fumbling fatally later.

Make sure your watch is off; push its center button. This time, darkness is your friend, and light is your enemy.

Make sure you're carrying the cake, rifle, and key directly. Yes, the brass key you found in the desert ages ago. That key.

You must also be carrying the following items as well, but they can be in the rucksack: the pyramid, the sinister black box, the long plastic rod, the leaflet, and the tiny iron sphere.

The following items are now junk and can be dropped in the closet: the keypad, the wire cutters, the identity papers, the crumpled newspaper, the credit card, the glass bottle, the wallet, and the badge.

> push center button.

> take cake, rifle, key.

> save

> push white button. e.

Clearing

> throw cake at dog. (+2; it's now ill and leaves)

> ne.

Darkness (Dark Forest)

Don't turn your watch's light on. Go UP the tree in the Dark Forest in total darkness and wait until the patrol completes its search.

> u.

Darkness (Top of Tree)

> z. (repeat waiting until the patrol is done: +1.)

> d. n.

Driveway

CAUTION: Asking the chauffeur about anything causes a fatal error in WinFrotz.

> point rifle at chauffeur.

> show key to chauffeur. (He shows you where the iron key for the car is hidden.)

> hit chauffeur. (Violence is the answer!)

> look under car. touch pipes. (+1: got cylinder)

> x cylinder. (This is a bomb.)

> take iron key. (+1)

> unlock door with iron key.

> open door. in. close door.

> x pen. take it.

> turn on lamps. (+1)

> w. (+1. You drive via Guard Post to ...)

Courtyard

> turn off lamps. (Is that a dagger I see before me?)

> open door.

If you didn't remove the plastic cylinder, it would explode now. But instead, you see two men in lab coats with black uniformed officer walk into the west building.

> out.

> x dagger. take it. (+1)

> ne. (+1)

Abandoned Tower

> x green bottle. take it.

> sw. w.

Chapel

NOTE: The silver candle holder is can't be referred to as "candle" or "holder". "Silver" and "artifact" work, though.

> x altar.

> z. (repeat until a shadow makes you see a stone head on the wall.)

> x head. touch head. push head. (hm)

> look under head. x hole.

> put dagger in hole. (click)

> x silver. pull it. (no: You hear a hollow voice inside you?!?)

> turn it. (That works. A way down opens.)

> d. (+1)

Damp Corridor

> w.

Surgery

Note that opening the fridge is necessary; otherwise, the capsule never rolls under the fridge.

> x fridge. open it.

> look under it. x capsule. take it.

> e. e. e.

Dungeon

It's difficult to tell that there's a prison cell to the north, and nearly impossible to guess you should put something in the window and guess what the best something ought to be.

> x window. x glow.

> listen to window. (whimpering)

> ask window about prisoner. (no reply)

> put wine in window. (A rusty key is pushed out.)

> take rusty key. (+1)

> s.

Torture Chamber

> x fire. x iron bar. x prisoner. x chain.

This is one hell of a leap in logic, but do you remember the man you met by the lake who gave you a brown paper note and the iron sphere? This is that man. You need to give him the note and the iron sphere now so he can give them to you again in the future.

> put all in sack.

> take leaflet, pen. write note on leaflet. (+2)

> take iron sphere, black box, rusty key.

> unlock chain with rusty key.

Act quickly before he makes a run for it.

> give leaflet to man.

> give iron sphere to man.

> push red button. (+2. It makes a void, and he escapes via it.)

> n. w.

Cramped Room

> read sign. ("Fuhrer" and "appropriate respect")

> salute. (The door opens.)

> s. (+1)

War Room

CAUTION: Walking west from here while you hear voices inside is fatal.

> look under table. (nothing)

> x map. x castle. turn castle. (click)

> look under table. (metal control box found)

> x control box. open it. (locked)

> unlock box with rusty key. (that works?)

> open it. (black button and grey button)

> x black button. (has square symbol, loose)

> x grey button.

> push black button. (The iron door closes.)

> push black button. (The iron door opens.)

You want the door open for this next bit. If the door is closed, you'll be found when someone looks under the table to push the black button.

> push grey button. (Alarm starts!)

> hide under table. (Everyone from the west rushes out and the door closes behind them.)

> take rod. point it at black button.

> turn rod. (+1; the black button shorts out. The door no longer opens for anyone.)

You now need to pre-open the secret exit without using it. Was there a clue that the fireplace hid an exit? Um, no?

> x fireplace. x swastika.

> pull swastika. turn it. push it. (This unlocks the secret exit.)

> open fireplaceorpull fireplace. (+1; the secret exit is open)

> w.

Research Laboratory

> x chair. (only has one arm)

> x arm. (has thin groove down the centre)

> open arm. (gold button found)

> push gold button. (machinery hums, then stops)

> x helmet.

> sit on chair.

> eat capsule. (This will protect your mind from being broken by the machine.)

> push gold button. (+1; your mind travels to...)

Command Bunker

> x me. (not the same)

> x map. (soldiers watch the woman work)

Time is slowing down.

> x woman. (same as 'x map')

A soldier addresses you as Herr Fuhrer and holds out a piece of paper. You're Hitler?!

> take paper. (The messenger leaves; time speeds up.)

> read paper. (Nazi forces have surrounded the enemy.)

A French port is now threatened. You have very little agency in this scenario, but you can do one thing to halt the advancing German forces. After reading the paper, destroy it and drop it.

> rip paper. drop paper. (+2. The markers stop advancing, and you wake.)

Research Laboratory

This chair must be the Earthan device. From the historical exhibit, you know it's powered by the diamond keystone, and you also know this chair must be destroyed to restore history.

> stand. look under chair. (You find the diamond between a pair of metal contacts.)

> take diamond. g. (+1)

> take bomb. put bomb in contacts.

Move quickly! This is why you need your exit pre-opened!

> e. s. (+2. Explosion! The secret doorway closes behind you.)

Driveway

> s. sw.

Clearing

> push white button. w.

Xeron Prototype

> i.

🎒 Inventory check!

CAUTION: The next time you use the prototype will be its last! Make sure that you're carrying everything you want to keep! The diamond will be spared destruction, but everything else is at risk.

Continue to wear the envirosuit, watch, and pendant.

You need all four tiny spheres, the ruby and topaz, the long plastic rod, the rusty key, and the diary. Optionally keep the metal tray.

The following items are now junk: the pyramid, the rifle, the black box, the brass key, the iron key, and the pen.

> save

> put diamond in hole.

The prototype disintegrates and you next are in...

Study

I'm completely at a loss as to why this sequence set in a headmaster's study is in this game. It doesn't seem to have anything to do with anything else in this game.

> think. x man. x glasses. (The headmaster asked you to come to his study.)

> x me. (The headmaster gives you an important piece of paper.)

>> SPACE (+1)


Chapter 5: Hidden Depths

Cargo Bay

> i. (The diamond is on the floor.)

> take diamond.

> push bottom button. read display. ("2008")

> push center button.

> x container. read label. ("NavCorp 2000")

> take label. (+1)

> w.

Radio Room

> x radio. x dial.

> turn radio. (microchip found)

> x microchip. take it. (+1)

> e. u.

Main Deck

CAUTION: Your enemy is on the bridge. Avoid the bridge for now.

> x forklift. enter it. (no point)

> go under it. (+1: got a power cell)

> x cell.

> e.

Main Corridor

> x strip. listen. x pipe. x water.

> put label on pipe. (You stop a leak.)

> listen. (You now hear a droning sound from a grille in the north wall.)

> x grille. open grille. (can't)

Worry about that grille later.

> e.

Cabin

> x mirror. x desk.

> x statue. (has slot mouth and single eye)

> smell. (find a cigarette butt)

> x butt. take it. (+1)

> feel butt. (lumpy?)

> open butt. (+1; got microfilm)

> x film. ("AtlanCo")

CAUTION: Make sure your watch is off before entering the closet; its light can endanger you.

> open door. s.

Closet

> close door.

> z. (+1. The footsteps go away.)

> open door. n.

Cabin

A bronze bracelet is rolling on the floor.

> x bracelet. (has star and square on its outside edge)

> x star. x square. take bracelet.

> wear it. (no: too small)

> push star. (click)

> push carved square. (brief glow from statue's eye?)

> put film in slot.

> push carved square. (+2: see pattern of blue and white on the mirror.)

> break mirror. x tiny disc. take it. (+1)

In case it wasn't clear, the AtlanCo data on the microfilm has been copied onto this CD.

> s.

Closet

> push star. (A dead body falls on you?)

> look. x body. (has wire around his neck)

> take wire. (+1)

> search body. take business card.

> search body. take jewel. (+1)

> read business card. ("Hans Jokraut, Building Contractor". That seems irrelevant.)

> x jewel. (something's wrong with its colour?)

> i. (The jewel is an emerald.)

> feel jewel. (plastic?)

> point rod at jewel. turn rod. (+1)

> x platinum sphere.

> put it in pendant. push it. take it.

This message features a tower in a majestic city and refers to the key of time itself. As usual, the message is far too vague to be of much use.

> n. w.

Main Corridor

I bet you forgot about the purple light here. It must be a UV light and there must be UV-fluorescent ink on the business card. Yes, that's a real thing. With some inks, the ink remains readable even after the UV exposure has ended.

> put business card in purple light. (+2; the writing changes)

> read it. ("Aquarius")

How anybody is supposed to figure this next puzzle out is beyond me. You found this microchip on the back of a radio. How is anyone supposed to know it would adhere to some random part of the ship? How is anyone supposed to guess it would act this way when jiggled? Such an unfair puzzle.

> take chip. put chip on grille. (It's now firmly attached.)

> point rod at chip. turn rod.

The chip glows red hot, and the grille shakes violently off the wall. The chip vaporizes itself.

> n. (+1)

Armoury

> x crate. read it. ("OptiOffences Ltd.")

> open it. (You hesitate. You sense danger.)

CAUTION! If you persist on opening the crate, you briefly see a shiny square object and a large disc, but an explosion kills you.

> tap crate. (You find a panel.)

> x panel. open panel. (You find a pole.)

> x pole. (nothing special)

> pull pole. (no: too stiff)

> push pole. (no: not quite)

> turn pole. (nope)

> hit pole. (It's now looser.)

> pull pole. (groaning sound)

> open crate. x metal disc. (looks like a mine with a glass aperture and a black switch)

> take metal disc. (+1)

> s. w. d.

Cargo Bay

> climb container.

Container Roof

Note the moonlight.

> drop heavy disc. push black switch. (+1; the floor gives way)

Inside Container

> x canister. take it. tap it. (something in there)

> feel north wall. (You find an iron bar which opens the container.)

> n. u. u.

Bridge

> x door. (has red sensor)

> say aquarius. (The door opens)

> e. (+1)

Submarine

> x column. put canister in column.

The first column descends into the floor and a second one rises up.

> x column. (has seven coloured pads)

> x red pad. (lightning symbol)

> x orange pad. (concentric circles)

> x yellow pad. (grid of squares)

> x green pad. (wavy lines)

> x blue pad. (circle with arrow leading from it)

> x indigo pad. (dot with radiant lines)

> x violet pad. (downward arrow)

Gimme a sec to explain the pads' functions. Touch or push a pad to activate it.

> save

> touch red pad. (+2. The door closes and the sub launches.)

CAUTION: While you're trying to figure this all out, the sub continues to sink. If the sub hits the ocean floor, you die.

> touch yellow pad. (A disk drive slides out.)

> take disc. put disc in drive.

> close drive. (+1; the nav system activates)

> touch orange. (You see the image of a fish or a useless chunk of rusted metal.)

Something metallic hits the sub.

> touch orange. (You see a green metal box.)

> touch violet. (The green metal box is teleported inside.)

The sub turns slightly starboard.

> take green box. (+1)

> x green box. ("US ARMY, TOP SECRET")

> open it. (locked)

You feel something nasty is about to happen.

> push indigo. (+1; you did something right.)

You hear your unseen enemy clamp onto the hull. If you don't do something about her, she'll drill through the hull and you'll die.

> push green button. (noise)

> g. (noise, scream; +2)

After a nap, the trip ends, and the door opens.

> w. (+1)

Underwater Cavern

> x rock. take it.

> n. ne.

Universe Chamber

> x orb. x first ring.

> sw. nw.

Viewing Room

In this room, you must determine which of your three keystones is the "past" keystone, which is the "present" keystone, and which is the "future" keystone. Which is which is randomized.

Put a keystone (diamond, ruby, or topaz) into the beam of white light repeatedly. A scene representing the past, present, or future is projected onto the screen.

The past keystone will show things like dinosaurs, an Aztec sacrifice ritual, soldiers sieging a castle, or soldiers killsed with machine guns.

The present keystone will show things like skyscrapers, the president of the United States making a speech, a Catholic priest blessing a prisoner, or shoppers running from a bomb.

The future keystone will show things like robots, a spaceship, a tall glass dome on legs in a blue forest, or people without hope trodding through a black world.

> take diamond. put it in beam. g. g. g.

> take ruby. put it in beam. g. g. g.

> take topaz. put it in beam. g. g. g.

Remember which keystone is which.

> se. s. sw.

Ruined House

> x machine. (has access panel, plastic container, and square metal platform)

> x panel. x container. x platform.

> look in panel. (missing power and a cable)

> take cord. attach cord to terminals.

> take power cell. put it in panel.

> close panel.

You need to put a keystone in the container and something else on the platform then HIT the machine to activate it. The machine reads which keystone you're using and transforms the item on the platform accordingly.

If you want the youngest version of something, use the past keystone.

If you want the oldest version of something, use the future keystone.

If you want the present day version of something, use the present keystone.

De-age the rusty key first.

> put PAST-KEYSTONE in container.

> take rusty key. put it on platform.

> hit machine. (+5. The rust comes off; it's now a copper key.)

Use the copper key. Why a rusty key that unlocks a chain and a control box in 1940 Austria would, when de-aged, be able to unlock a box from the US Army in 2008 is anybody's guess.

> take copper key. x it.

> unlock green box with copper key. open it.

> x aged. (too faded to read)

Now de-age the aged parchment so you can read it.

> take aged. put aged on platform.

> hit machine. (The parchment is less faint now.)

> read aged. ("The hour of witching will release the angels or demons within the keymaster." and "The triangles went in two by two.")

> take aged.

> take PAST-KEYSTONE.

> x stone. take it. (+1. four times the size of the other tetrahedrons)

Add age to the rock you found when you left the sub.

> put FUTURE-KEYSTONE in container.

> take rock. put rock on platform.

> hit machine. (Rock becomes a stone ball.)

> take ball. (+1)

> take FUTURE-KEYSTONE.

> ne.

Underwater Cavern

This is truly unbelivable. From symmetry alone, and nothing else, you are expected to guess there must be a secret room southeast from here and use the jiggle-rod to open it up. Talk about read-author's-mind!

> point rod at southeast. turn rod. (New passage!)

> se. (+1)

Hidden Chamber

> x table. (four holes and a glass tetrahedron)

> take glass tetrahedron. x it.

> nw. sw.

Ruined House

Uh, the glass tetrahedron is like a proto-keystone. The machine's effect works differently for a proto-keystone. The glass has the potential to become a sapphire imbued with past, present, or future keystone, depending on which keystone you put into the container.

Let's make the sapphire a second present-keystone.

> take PRESENT-KEYSTONE.

> put it in container.

> put glass on platform.

> hit machine. (The glass tetrahedron becomes a sapphire!)

> x sapphire. take it. (+1)

> take PRESENT-KEYSTONE.

By the way, you can verify that the sapphire is another present-keystone by putting it into the beam in the viewing room.

> ne. se.

Hidden Chamber

Now that you're done with the machine in the ruined house, you must imbue the stone tetrahedron with all three temporal energies.

Put the past-keystone in the bottom left hole, the present-keystone in the top hole, the future-keystone in the bottom right hole. And put the stone tetrahedron on the large central hole.

> take PAST-KEYSTONE.

> put it in bottom left hole.

> take PRESENT-KEYSTONE.

> put it in top hole.

> take FUTURE-KEYSTONE.

> put it in bottom right hole.

> take stone tetrahedron.

> put it in center hole. (+2. The table puts on a show. At the end, all the holes and the three gem tetrahedra are gone, leaving just the stone one.)

> x stone tetrahedron. take it.

> nw. n. ne.

Universe Chamber

Make sure you're directly holding the stone tetrahedron and the sapphire. Push the bottom button of the watch so it's displaying the year.

> take sapphire.

> push bottom button. x display. ("2008")

Complete this orrery by following the list in the diary.

> take gold sphere. put it on first ring.

> take silver sphere. put it on second ring.

> take stone ball. put it on third ring.

> take bronze sphere. put it on fourth ring.

> take platinum sphere. put it on fifth ring.

> take brass sphere. put it on sixth ring. (+1)

The sphere and rings morph into the solar system, and a man with a clock necklace welcomes you to Atlantis.


Chapter 6: The End of Time

Triangular Chamber

> x display. (year "8")

The old man says he's the keeper of time itself and asks you to prove yourself. "Do what is necessary."

The stone tetrahedron must be imbued with the energies of three keystones, or this won't work:

> put stone tetrahedron on platform. (+3. The thing rapidly does a transformation dance until it's a tetrahedral clock with a digital readout.)

> x tetrahedral clock.

There's four cogs and a readout that says "12:05". The cogs are named first cog to fourth cog.

You have no time to experiment, but the only way to figure this out is by try-die-restore. From the aged parchment, you know you want the readout to be "12:00", the witching hour in 12-hour timekeeping instead of a more sensible 24-hour clocktime.

Each cog advances the time shown by a different amount:

CAUTION: If you stop to examine the cogs or do anything else, the man may express disappointment and the woman enters and kills you.

This is likely the quickest way to solve this modularity puzzle:

> turn first cog. ("2:00")

> turn second cog. ("5:20")

> g. ("8:40")

> g. ("12:00"; +3)

A tetrahedral casket appears. Act quickly.

> put sapphire in casket. (+2)

A necklace appears on the platform, but the woman incapacitates the man and grabs the necklace while pointing a rod at you.

> z. z.

The woman decides to leave you to rot here, then spins the frame of the necklace to leave.

The man begs you to stop her, to go back you your own time, to seek out information, and to use the stasis field. Then he dies or passes out.

Quickly, find, take, then use the man's clock to go to 1997, the year you originally were in. And although he wore the clock, you can't.

> search man. take clock.

> x it. feel it. (tiny button found)

This clock is eternity's worst rotary phone. To dial 1997, you need to set the clock each individual digit then push the tiny button to register that digit. Register four digits to activate the clock.

Luckily, the clock is already at 1, and the two 9's are consecutive, because the one thing you don't have at the center of time is time.

By the way, to register a '0', set the clock to 10, then push the tiny button.

> push tiny button. (beep)

> set clock to 9.

> push tiny button. g. (beep beep)

> set clock to 7.

> push tiny button. (+1. BEEP!)

Display Case

In case it's not clear, you traveled to 1997 the hard way by being in stasis for centuries. When you were found, you appeared to be a lifelike statue, and so you were put on display in a museum.

By the way, if you set the clock to another year, the stasis wears off in that year instead, and if it's too far from 1997, you suffer one of three terrible fates.

CAUTION: You can't waste too much time in here or you'll be killed by poison gas. Ignore the tourists and tour guide; they cannot help you.

> i. (You have nothing.)

> out. (You get off the pedestal.)

> read plaque. ("Preserved Statue, Discovered Mediterrean Sea 1990. Possible Relic From Pre-Cataclysm Atlantis.")

> touch case. (like liquid)

> touch plaque. open it. (red wire found)

> pull wire. (+1)

Closing the plaque isn't optional. And by jumping up through the permeable case, you avoid stepping on electrified floor that surrounds the case.

> close plaque. get on pedestal.

> jump. (+1)

You go through the roof of the case and keep going into...

Mists Of Time

No, I don't know where the time mist around the display case came from. Maybe your future self generated it for you just before your jump.

Remind me, what did the man say before he died? "You must stop her. You have very little time. Your past, the answer is in your past, deep in the centre of your mind. You must travel back to your time, to seek out the information. The stasis field. Use the...stasis....field."

CAUTION: Just because time has stopped doesn't mean you can do nothing indefinitely. If you don't THINK in the next four turns, you'll be skewered.

> think. (+1. You remember something from years ago...)

Classroom

Your physics teacher, Hodder, is droning on. He has a speech impediment; most of his R's become L's.

> i. (You have a cheap digital wristwatch on.)

> x watch. (Note it has a tiny button on one side.)

Through the window, you see your enemy enter the building! You need to end this lesson somehow. And, of course, you have to do it in the most convoluted way possible.

> x Hodder.

Keighrey shoots an elastic band at you.

> look under stool. (+1: got elastic band)

Yes, it's tempting to shoot Keighrey right away, but you need to start the beeping subplot first.

> push button. (beep)

> shoot Keighrey. (+4. He keeps the band.)

Everyone else beeps their watches and yours is beeping too. Hodder bellows "Whose watch is that?"

> x desk. (Note the books on Hodder's desk.)

The others point at you. Hodder calls you up to his desk and takes your watch. Keighrey shoots the elastic band again which hits Hodder. Hodder is distracted.

> look under books. (+1: got micrometer screw gauge)

Hodder ends the lesson.

Physics Labs

Y'know, if you tried searching those books, you'd have found nothing?

> x gauge. (It measures small distances.)

> turn knob. (+2; the gauge breaks)

> knock on door.

Physics Office

Hodder is livid that you broke the gauge and throws it; it falls behind a shelf. Now he's opening a satchel so he can give you a demerit. This gives you enough time in the office to get a magnet and cog.

> x desk. take magnet. (+1)

> ask Hodder for watch. (+1: got a cog)

Hodder orders you out of his office.

Physics Labs

> x cog. (has engraved arrow facing a point)

> x window. read sign.

> d. (Hodder runs past you. You hear a door slam below.)

Chemistry Labs

You cannot open this office door.

> e.

Outside Science Building

At some point while you're here, Hodder, carrying a black umbrella, goes east.

> x window. (has brass latch)

> put magnet on window.

> move magnet. (The latch is open.)

> drop magnet.

> open window. enter window. (+1)

Chemistry Office

> x ornament. (triangle with three metal balls hanging from it)

> x desk. (something heavy was on it recently)

> x sandwich.

> x spanner. take it.

> stand on desk. (+1: you take a ball)

> x ball. (a lead ball with a tiny hook)

> enter window. e.

Front Of School

> x van. ("Schmeist Travel Co.")

> look in van. (+2. See giant cog from school clock and the necklace on the cog.)

> go under van. (+1)

Underneath Van

> x panel. open it. (can't: bolt)

> unscrew bolt with spanner. (necklace falls out)

> take necklace. (+1)

> x it. wear it. (+1)

Mists Of Time

> e.

Clock Tower

> x door. (has coin symbol)

> x clock. (midnight soon)

Do you remember what the woman did with the necklace after she stole it?

> remove necklace. spin frame. (The door opens.)

> in. (+1)

Cogs Room

You note a giant cog and a ladder leading up to it.

> wear necklace.

> u.

Central Cog

The woman, in armour and helmet, steps out from behind the axle. She knocks you down, takes the necklace, then slowly squeezes your neck.

Honestly, how is she getting around? What would this game look like from her viewpoint?

> take helmet. (Her face and eyes are exposed, emphasis on the eyes.)

> hit eyes. (She staggers back and falls off the cog, but her gauntlet grabs the rim.)

CAUTION: Kicking the gauntlet won't work, and you waste precious time if you try.

> stand on gauntlet. jump. (+10)

The chain of the necklace catches onto a cog tooth. The woman is garrotted by the necklace and dies. Then the necklace snaps and her corpse falls.

> take chain.

You're running out of time. Again. To stop... uh, the entire destruction of time.

It turns out you need to open the case of the clock, give it a makeshift pendulum, close the case, and then find and destroy the frame part of the necklace. And you need to do all that before the final midnight chime.

> x clock. (has a triangular pivot)

> put cog on pivot.

> x case. (has markings of a triangle made up of three squares)

By the way, the clock face has the usual numbers 1 to 12, which you can verify by trying to turn the cog to 99.

I don't know what a diagram of the Pythagorus theorem has do with anything, except that it shows the relationship between triangles and squares. The aged parchment said "The triangles went in two by two" which is suppose is a cryptic hint about using square numbers? Two by two, power of two? Yes, no, maybe? I do know what square numbers are, though, and the only square numbers on a clock face are 1, 4, and 9.

> turn cog to 1.

Boom: The final chimes for midnight are about to begin.

> turn cog to 4.

First BONG!

> turn cog to 9. (+2: case opens revealing a wooden peg)

Second BONG!

> put chain on peg.

Third BONG!

> put ball on chain. (pendulum!)

Fourth BONG!

> push ball. (+4; you close the case, but there's still a problem. Somewhere.)

Fifth BONG!

> d.

Cogs Room

Sixth BONG!

> look under body. (+1: frame found)

Seventh BONG!

> break frame. (+3)

>> SPACE


Epilogue: Full Triangle

Interlude

You've won. All you can do in this location is wait.

> z. (You briefly see the keeper of time once more. Guess he came here and did this before he meets you in Atlantis and dies. His task is now yours, of course.)

> z. (+2. You acquire a golden triangle clock.)

> z.

*** You have won ***

> full


Extras

Characters

Recurring characters:

Supporting characters:

Background and cameo characters:

Found dead:

Mentioned:


Credits

To read the game's credits, type HELP, then open the Credits menu-item.

Credits

Thanks to the following for reporting bugs and making suggestions:

David L. Gilbert, Joini Alkio, Lucian P. Smith, George Caswell, Paul Shrimpton, Michael Fessler, Torbjorn Andersson, Mike Phillips, Lawrence Lau.


Endings

Here is a very rough, highly simplified, and likely-incomplete summary of how you might die or lose in this game:

Honestly, a proper summary of the endings needs to be its own page.


Inventory

Inventory management is savage.

Until you obtain the rucksack, you can only carry a maximum of six items at a time. Yes, the plastic bag helps a little, but less than you'd think.

Sometimes you need to be like Marie Kondo and get rid of stuff that no longer sparks joy. Why? Because juggling your inventory during timed sequences is a luxury you don't have, and some items are dangerous to be carrying under certain circumstances.

And yet, sometimes you need to be a klepto hoarder miser because you never know when some random object is going to be necessary hundreds of turns later; e.g.: brass key, leaflet.

Categories index
DigiCorp laboratory items

NOTE: When you enter the void generated by your original time machine, all of your inventory is lost in time.

Baker Street items
Carpenter's apartment items
Police station items
Farm items
Trion Institute items
Desert items
English town items
Schloss Winholm items
Ship items
Atlantis items
School items
Clock tower items

Score

This is the response to SCORE:

You have so far scored N out of a possible 200, in T turns, making you your-current-ranking.

Points are awarded as follows:

The possible rankings are:


For my own amusement

For my own amusement, I took the liberty of giving my own names to the the rods, devices, machines, etc. in the game that didn't really get a name.

Having real names for things makes it easier to remember them and refer to them later, y'know?


Thank You to my Patreon supporters

This walkthrough was funded via Patreon with


Support me on Ko-fi

Ko-Fi is a way to send me small one-time donations. Every little bit helps, and thank you!