Lost In Time - part 1 Solution by Diana Griffiths ---------------------------------------- INTRODUCTION - OPENING SCENES - PART 1: THE BRISCARDE, 1840 - PART 2: MANOR DE LA PRUNELIERE, 1992 - PART 3: THE BRISCARDE, 1840 - PART 4: ISLAND OF ST. CRISTOBALD, 1840 - ENDGAME - COPYRIGHT ---------------------------------------- INTRODUCTION This walkthru gives explicit instructions on playing LOST IN TIME to a successful conclusion. It does, however, assume you have read pages 17 through 22 of the Game Manual and are familiar with the various methods of controlling Doralice's actions. Also note when taking items out of dressers and chests, very often more than one item is to be found. However only one item can be retrieved at a time. You must open the container again to get the next item. ---------------------------------------- OPENING SCENES Highly confused, Doralice find herself in the hold of an old fashioned ship ... ---------------------------------------- PART 1: THE BRISCARDE, 1840 ---------------------------------------- HOLD - BILGE - MID DECK ---------------------------------------- HOLD Get the lamp from behind the barrels that are next to the chest. Use the lamp on the barrels near the tub of water. Pick up the sponge and wet it in the tub of water. Use the wet sponge on the poster. Use the lamp on the opening and you will descend to the Bilge. ---------------------------------------- BILGE Get the oil from inside the large cask that is on its side. Use the oil on the pump handle. Get the corkscrew by the chain. Return to the hold. ---------------------------------------- HOLD Use the corkscrew on the knot which was behind the poster. You will meet Yoruba and record his story. Yoruba will give you his knife. Cut a step in the post with the knife and you will ascend to the mid deck. ---------------------------------------- MID DECK Go to the three containers and take the towel out of the middle one. Use the towel on the ring at the back of the ship. Take the soap from the open niche. Use the soap on the rusted cannon. Use the soap flakes on the door. Open the door and you will meet Melkior, hear his story and then tell your own... ---------------------------------------- PART 2: MANOR DE LA PRUNELIERE, 1992 GATE - GARDEN - LIGHTHOUSE - MANOR - VAULT - CRYPT - LIGHTHOUSE BASEMENT - GARDEN WELL - CABIN - THE BRISCARDE, 1992 ---------------------------------------- GATE Look at the vehicle. Take the apple from the basket and feed it to the horse. Get the battery from the tractor. Take also the pack and small pipe out of the tractor's tool box. Read the note on the gate. Suck acid out of the battery with the small pipe and apply the acid to the gate lock. ---------------------------------------- GARDEN Take the manor door handle and the portrait above the door. Wind the wire around the handle to make a coil. Push the key through the lock using the dart. ---------------------------------------- LIGHTHOUSE Go to the barrel outside the lighthouse. Take the vinegar and return to the manor door. ---------------------------------------- GARDEN Pour the vinegar into the empty battery and use the coil on the battery to create an electromagnet. Use the magnet on the space below the door to get the key. ---------------------------------------- MANOR Take the oar and the roasting spit from the fireplace. Take the copper wire and the resin from the small cupboard. Fix the fuse with the foil from the pack. Return to the lighthouse. ---------------------------------------- LIGHTHOUSE Use the dart on the cork in the barrel. Pick up the barrel. Smash the window with the roasting spit and take the hose. Tie the hose to the lighthouse door handle. Go to the strange building. ---------------------------------------- VAULT Put the portrait in the hole in the steps. Click on the portrait and enter the age of Philibert when he died. (i.e. Subtract one year from the other and enter the difference.) Click on the cross and the elevator will appear. Tie the other end of the hose to the railing inside the elevator. Operate the elevator button. The lighthouse door will open. Pick up the damaged hose and return to the lighthouse. ---------------------------------------- LIGHTHOUSE In the lighthouse, take the wooden shoe. Use the rusted key in the shoe to open the basement door. Ignore the basement area for now. Return to the ground floor of the lighthouse. Take a glass shard from the basement window that you smashed in earlier. Go up to the second floor. Open the drawer and take the book and paint remover. Open the dresser with the oar and take the razor. Look through the field glass at the shipwreck. Get a close up of the wreck and focus in on the symbols. Note the background colour of each of the three symbols, the item depicted in each and their order. Go up to the lamp. Take the kerosene from behind the curtain. Cut off a piece of curtain with the razor. Return to the vault. ---------------------------------------- VAULT Click on the portrait to call the elevator. Get in and take the elevator down to the crypt. ---------------------------------------- CRYPT Look at the chest. Make the symbols on the chest match those you saw on the shipwreck. Note the following: The gun represents the cannon. The knife represents the sword. The bullet represents the cannonball. The chest will open when you select the matching symbols. Take the ship's log and the piece of fiberglass. Use the barrel to reach for a bottle. Use the cork to knock down the bottle that's too high to reach. Take the rust remover. Go to the lighthouse basement. ---------------------------------------- LIGHTHOUSE BASEMENT Open the canal by turning the wheel. Put paint remover on the algae. Then scrape the algae with the glass shard. Put the roasting spit in the socket and spray it with rust remover. Open the gate. Return to the garden. ---------------------------------------- GARDEN WELL Go the well. Attach the hose to the faucet. Look closely at the hose. Apply the fiberglass, then the resin, to the tear on the hose. Place the hose end in the well. Turn on the faucet. When the well is full, fetch the cork and return to the lighthouse basement. ---------------------------------------- LIGHTHOUSE BASEMENT Bail out the boat using the wooden shoe. Stuff the patch of curtain into the leak and hold it in place with the cork. Use the oar on the boat. You will end up swimming to shore by a fisherman's cabin. ---------------------------------------- CABIN Go into the cabin. Open the dresser and get the ship in the bottle and fishy sauce (Nuoc Nam). Get Melkior's note book from under the chair. Take the handkerchief, nail and bread out of the basket. Use the chair to climb up to the chandelier. Unscrew the handle at the top of the chain using the nail. Take the chandelier, look at it and notice how it falls into three different parts: an anchor, floats and candles. Leave the cabin. Pour the fishy sauce (Nuoc Nam) on the bread and throw it on the roof of the cabin. The seagull will knock the buoy off the roof. Cut the rope off the buoy with the razor. Tie the rope to the anchor and use it to climb up the cliff. Return to the lighthouse basement to collect the rest of your inventory. Go to the garden well. ---------------------------------------- GARDEN WELL Cut off the hardened repaired piece of the hose with the razor, to make a club. ---------------------------------------- MANOR Take a log from outside the door. Enter the manor and put the log on the fire. Put the metal rod on the fire. Soak the handkerchief in kerosene and put it on the fire. Smash the ship in the bottle with the club and strike the match against the matchbox in the pack. Light the fire. A rectangle of stone will appear in front of the fireplace. Stand the barrel on the stone. Smash the barrel open with the club. Seal the opening with the candle. Take the fire extinguisher off of the trunk. Open the trunk. Fill the barrel with sand. Use the wooden shoe to transfer the sand from the sand box to the barrel. A passage will appear. Go into the passage. ---------------------------------------- THE BRISCARDE, 1992 ---------------------------------------- AFT HOLD Fill the small pipe with salt water from the puddle. Take the pliers from the mast. Put the floats by the box. Attach the copper wire to the wire on the box. Cut the electrified wire using the pliers. Fill the padlock with salt water. Spray the padlock with the fire extinguisher. Use the club on the padlock. You will find a strangely glowing Egyptian sarcophagus. Then you meet Jarlath. @~To be concluded next issue - o -