The New Adventures of The Time Machine - Part 1 by DreamCatcher The Adventure Company Walkthrough by Tally Ho October 2000 Revised Spring, 2002 Introduction The story, briefly: You are Wales (pronounced Wells), a scientist inventing a time machine. You manage to get it working, and it transports you 800,000 years into the future, when it disappears. You need to find it and repair it in order to return home. The people here do not die, they become older or younger at the whim of Khronos, who controls everything. You must learn your way around this strange environment, and overcome fierce opponents who have no use for strangers. Take some time to get used to walking and navigating. You can press the up-arrow continuously, and at the same time, control your direction with the right and left arrows without stopping. It is a bit unnerving at first, watching the overhead view, and confusing when Wales is walking toward you, because the left and right arrows rotate the walker relative to his point of view, not yours. Think of the hero rotating or turning left or right, not necessarily going left or right on the screen. It is VERY IMPORTANT to become good at moving around early in the game, when no one is attacking you. The spacebar is the main action key and is used to accomplish things such as open doors, pick up objects you find, use them, and to start conversations with people. To open a door, walk right up to it, face it, and press . To talk to a character, stand close to them and press . The spacebar also uses inventory items. An example would be using the oilcan to fix the rusty grate. You retrieve the item from inventory (press the key to open inventory, find the object, to select it, to return to the game), face the grate, and press to actually use the object. If you are using an item on yourself, you can be facing any direction. The Ctrl key fires weapons, if you are hold one, and casts a magic spell if you are not holding a weapon. The enter key toggles magic mode on and off. At any point in the game, you can press F1 for a list of command keys. Throughout the game you will acquire a few weapons and several magic spells. The main object of this game is to discover which combination of weapons and spells help you to survive most efficiently. If you find the most appropriate means of offense or defense, it is possible to come through most situations uninjured, or nearly so. A word about saving games: To save your current position, first press Esc. This takes you to the Main Menu Screen. Next, use the right arrow or the mouse to move the clock hand to the 4 o'clock (save) position. Press Enter. This opens the Save Screen. (You can also get to this screen by pressing F5). Use the right arrow or the mouse to one of the twelve positions and Press Enter. If there is already a game saved in the slot you want to use, and you wish to use a new name Press Enter Again. Type in the name you want and Press Enter. Do not put the arrow over the Save box in the upper right portion of the screen. This box is only the title of the screen, not a button to push. Episode One: Grave New World Episode Two: In the Monastery Episode Three: Much Work to do. Episode Four: Get out of Jail Episode Five: In the Rebel Camp Episode Six: Watch your Step! Episode Seven: Home Again Episode Eight: Ready for Battle Episode Nine: In the Mines Episode Ten: Watch your Back! Episode Eleven: The Final Conflict Just a quick idea - some people like to print out their walkthroughs. I think it's much, much easier if you save the walkthrough to your hard disk, and while offline, open it with your browser. Then, while playing the game, just switch between the game and the walkthrough by pressing Alt-Tab. This technique works beautifully on nearly all games. Episode One: Grave New World At the end of the opening movie you wind up stranded in a city 800,000 years in the future. Pick up the Nautilus (use the spacebar to pick things up; they go into your inventory automatically.) On the lower left of the screen appears a Nautilus shell with two areas: the outer white segments represent your "Jad Garr僕", or the amount of raw energy you have. Each time you cast a spell or save a game, you spend some of your Jad Garr僕. This is unfortunate, because it compels you to not save as often as you would like. Don't be too stingy, though. It's vital to save. The inner, green area is your "Sand." This represents your health, and you lose it by being attacked. Keep an eye on this area when you are under attack. First it shrinks, then it turns yellow (warning) and shrinks again, then turns red (Imminent death) and shrinks rapidly. When it's gone, you die, and you must restart a saved game. I suggest hitting before you are really dead, and you can get to the menu much more quickly. Go around the corner and talk to the boy. Always exhaust all dialogue with all characters who will talk with you. He mentions wanting to trade, but you don't have anything to trade right now. Go through the alley to the right into Hourglass City. Explore and talk to whomever you meet. The only one who will speak to you is the gardener. Everyone else is too busy to talk, and they tell you to go see the priests. This city is semi-circular, with a giant hourglass at the center, surrounded by exits which are mostly locked at the beginning. Look all around. When you go toward the exit that is two doors to the left from where you entered, an Event (a Time Wave) occurs that changes you into a child. Go into Temple Square, around the temple to the far side and enter the temple. Talk to the priest inside. Go into the sphere and talk with the Lemur. Touch all three crystals to learn spells. You may practice spells without cost while you are inside the sphere. Approach the Lemur and choose a spell. He will teach you about it. Practice each spell, and talk to him again until you are sure he has nothing new to say. Learn how to set up the hotkeys. The numerals above the keyboard 1 through 9 can be hotkeys assigned to either an object or a spell. They can be reassigned at any time. The numeral 0 puts away the object you are carrying. You need to understand how to get to the spells and weapons, and how to use them, sometimes in a hurry. If you are not proficient, and need to repeat a spell in real life, it costs you energy points each time you cast one. You should also become familiar with the layout of the interior of the sphere; you will enter several more spheres, and they are all laid out the same. At times you will be in quite a hurry. After you cross the second bridge, on the way to the final chamber, look for a small cul-de-sac opposite the crystal formation. Find the alcove now. A future sphere will have a weapon there, and you will be in a hurry. *** See screenshot 1 - Alcove Talk to the Lemur again on your way out. Go outside the sphere, talk to the priest again, and exit the temple. Go left (remember it looks like you are going right on the screen) and find the second altar that is in the shadows; go around to the left end of it and pick up the Wrist Jadgar. This is your "ray-gun." To use it, you must be holding it in your hand. That is, go to the inventory screen, highlight the object, and press Enter. Recommended: highlight the Jadgar, and press a numeral (1 for example) to assign a hotkey to it. With a hotkey, you can access the Jadgar immediately by pressing <1>. To shoot it, press . Be sure you are facing the character you want to shoot at.. Then go talk to the old woman at the booth. She's not in the best of moods. You need to steal the object on the ground behind the counter. Cast the invisibility spell on yourself, and go pick up the Vissahid Ointment. Go around the temple to the other altar that you can see close-up. Around to the left end of it is a bowl that you can take. Optional: you can go down the alley past the merchant, and visit with the guards near the city gates. You can talk to the boy working on the wagon; the nasty guard wants him to get back to work. The friendly guard gives you a hint where to find the relic you are seeking. Variation: you can deharmonize (shoot) the nasty guard at this time. Some fighting techniques: Make yourself invisible, and learn to jump right and left. (Alt-left or right arrow) Shoot and jump, if he returns fire where he thinks you are, but have jumped, he can miss. Go into Hourglass Square and find the gardener. Talk to him and he will give you some sand herbs. Go to the street where the boy was, near where you first came in. He has turned into an old man with a backache. Trade him the ointment for the compass. If you have the sand herbs, you can trade them for an Hourglass of Ashes. (The old woman will give you herbs for the hourglass, but you should keep the hourglass, it is much more valuable. It is uncharged now, and useless; but after it is charged, it restores all your health and powers.) If you have the bowl, you can trade for a knife. If not, don't worry, you will find a knife later, when you need it. Go to the city gates (beyond the old woman's booth) and you see an automatic sequence with the guard zapping a child. If you visited here earlier, you could talk to two guards, now there is only the nasty one. The guard shoots the boy near the Tripodon, then decides to attack you. You need to activate magic abilities. If you become invisible you can approach the guard. The closer you are, the more effectively you fight. You can either zap him with the de-harmonizing spell, which costs you Jad Garr僕, or select your Wrist Jadgar and shoot. He's not armored, two good shots will do it. Variation: If you got rid of the nasty guard on your first visit here; in that case the boy still survives. (Will he appear to help us later?) You can approach the Tripodon and touch it for a ride to the monastery. Get on the Tripodon by standing behind it and press without any objects in your hands. Just a brief note to all players: Many of you have been kind enough to send helpful hints and suggestions, when you have discovered a new or easier way to accomplish tasks in the game. Our knowledge of Time Machine is still evolving, and we are very grateful for any new hints or ideas. You may send them to me any time. Tally Ho - TallyhO@rochester.rr.com Episode Two: In the Monastery The Tripodon carries you across the Deadly Desert to the top of a chasm. Don't explore behind the Tripodon. You can get there, but it is the Deadly Desert again. Descend, walk up to the sign and read it (spacebar), listening to the six sounds. You see an inscription and above it, six icons. The pictures represent the sounds you hear cycling, only once through. *** See screenshot 2 - Pictures He who seeks his way must follow the voice of the web and conquer his mute guardian. He will then be worthy of appearing before Tetradon Logor Shar Master of the Monastery and Guide of the Lords of the Wave. To hear them again, step back and read the sign again. I found it helpful to go to the game options and turn the music volume way down, and the sound effects volume up a little. Otherwise, they are easy to confuse, because sometimes the musical sounds resemble the effects. The sounds are Nautilus (wave of time), Gong (from the big hourglass), Temple (escaping steam), Mine Entrance (machinery), Organ, and Nautilus again. The idea behind crossing the bridge-maze is to step on the proper sequence of transporters. If you are exploring, you have the option of walking down another staircase, taking you to the mine entrance. There is nothing to do down here, but it's worth the walk because you get a much better view of the Web of Time (bridge-maze). Save your game here! The first platform you come to is the Nautilus. You will hear the Wave sound as you step on it. Carefully step off the platform onto the wooden area, one step at a time, and listen. You are looking for the Gong sound. When you hear it, you are going the right way. See those rising bubbles? They are transporters (Beam Me Up). Walk ahead and be transported to the "Gong" platform. Don't hurry, you'll misstep. Each time you arrive at a new platform you need to gingerly test the exits one step at a time to find the right one. You must do it by ear. I cannot give you directions, because the directions are randomized each time you retry! Even if you fall through, and re- load a previously saved game, the directions are changed. If you can't hear the sounds, or tell them apart, enlist the help of someone who can. Remember, you started on Wave. The order from there is Gong, Steam, Mine, Organ, and Wave again. Oh - and watch out for sounds that didn't appear on the sign. There is a musical honky-tonk sound that some might mistake for the organ. Don't go there! There is also a "Click" sound. Don't go there either! Some people have a hard time distinguishing between the 'wave' (nautilus) sound and the 'mine' sound. They are very similar, but the mine sound is about twice as long in duration. [A word about the randomization. Apparently, several of the game's variables are adjusted at random when you begin a new game. Inside the next area, the Monastery, you should find it easy-going. There is a guard on the first floor who will talk with you, and a Chronomancer near a big clock who is relatively friendly. If either of these characters attacks you without provocation, the aggressiveness of your attackers will turn out to be more than you can handle. I suggest quitting and beginning a new game. The random difficulty factor affects many areas throughout the game, and we haven't discovered them all, yet. You can replay Episode one fairly rapidly if you need to, now that you are familiar, and the only real pain is crossing the Web of Time again.] IMPORTANT: Cast the warp (invisible) spell on yourself BEFORE you take the last step (to Wave) and get your nautilus out of inventory and into your hand. When you arrive at the Monastery, there is someone standing there. If he can see you, he will shoot, if you are invisible, he won't. He is an illusion, but his weapon inflicts real injury so don't just stand there. Just walk forward briskly and USE the Nautilus on him. He will disappear. Go right in, and look around. Like the Spheres, the Monastery seems a lot bigger inside than outside. Once you're inside, it's okay to turn the music volume back up, if you lowered it to cross the maze. Read the informative panels on the wall. You will find three stairway-exits. One is guarded, another takes you up to a catwalk, and the first one you want to enter takes you into a factory-like chamber called the Salt Processing Room. To find it, start at the main entrance and walk to your right (looks like left, right?) Take the first stairway you come to. Go in there, turn left, right and right, and go up stairs to some worktables. Take the oil can. Go back down the stairs; do not touch the copper machine up there; you'll get an electric shock. Go back down the steps and talk to the Chronomancer Woman. She is a slave and does not have much to say. You can talk with the Chronomancer Monk (in green). If you show him inventory objects he will teach you about them. Do not attack him now. You could deharmonize him, but that identifies you as being 'smarter' and more aggressive than you are expected to be, and will set up problems to come. Pick up the black salt gem from the table at the foot of the stairs. You can use it on yourself to regain Jad Garr僕 if you need to. And use the "Ointment" spell to recover your sand before you regain your Jad Garr僕. If you poke around near the door, there is a small passageway you can fit through, but an adult cannot. Try it if you want, but you can't get out the other end. Go back out to the main chamber, down the steps and turn right. Go back past the main entrance until you come another stairway, (not the one with the guards,) and enter. Go across the catwalk and into the area on the left. Do not talk to the monk and do not depress the lever yet. Go left, behind the stairway and examine the duct grate near the floor. It needs oiling. If you go in, you find that this is the other end of the passage in the Salt Room. You don't need to go in now, but oil it so you can escape through here later. The Cylinder of Knowledge is here. It's the machine with a gramophone horn atop. Examine it repeatedly to learn some history. To the right of the Cylinder of knowledge is a 3D map of the sand world. Examine it to learn some geography. To the right of the entrance to this area is a table containing a sand globe. Pick it up and use it if your sand (green spiral) is low. It will restore your sand points. Save it for later if your sand level is okay now. Don't forget you can cast the Hourglass spell on yourself to do the same thing, using a little Jad Garr僕 in the process. Go back through the center area and into the sphere area. Look left and find a charged (green) hourglass on the table. It can increase your Jad Garr僕, or it can be traded for a spell. Go back to the center area and pull the lever just to the left of the catwalk you came in on. This starts up the clockwork. If you pulled it already, the monk talked with you, and you don't need to do it again, just don't go into the sphere until you have done these other things. The other uncharged hourglass can be charged now, that you have turned on the chronomantic clocks. "Use" the hourglass on the clocks and it becomes activated. If you show the uncharged hourglass to the Monk he will tell you to use the clocks. You have two charged hourglasses. If your strength resources are very low, you can use on hourglass on yourself. If you are still "in the green," you should wait. You will need to survive a couple of fights. The hourglasses will please the Lemur in the crystal. He trades spells for them. DO NOT touch the blue crystal near the sphere entrance. It unlocks the sphere and lets the Lemur out. You haven't befriended him yet, and he will zap you. Go into the sphere and talk with the Lemur. There are three crystals to find, but the first one you come to won't stand still. It jumps away when you try to touch it. Wander far back into the cave to find the other two. Cross the first bridge and pick up the "Counterspell." It's like an antidote, when spells are cast against you. Go to the final chamber and get the "Stop Time" spell. It freezes moving objects and people. Use the spells on the Lemur to learn about them. It is important to know which spells are effective against various opponents. Cast the Stop Time Spell on the first prism to make it available. It is the "Chronomantic Mask." Practice it with the Lemur to see how it works. Important: Offer an hourglass to the Lemur. He will offer you a choice of several spells in exchange. Select the spell Eye of Jad Garr僕. You must have this spell. It will be required soon. This spell dispels illusions. In episode six, there will seem to be a bridge missing. If you do not have this spell there will be no way to cross the bridge and you will be stuck. If you wish, you can trade another hourglass for a spell; either the Grip of Khronos or Sand to Ashes would be a good choice. Or you can keep the hourglass for your own use. Your choice. SAVE YOUR GAME BEFORE YOU EXIT THE SPHERE. Chances are, you will need to practice the next scenario a few times. When you go out, converse with the monk, after which there is an automatic sequence with Tetradon. He will try to kill you. Step towards the Chronomantic Lock, the blue glowing crystal in the pole. Touch it to open the sphere and release the Lemur. The Lemur will fight Tetradon, distracting him long enough for you to escape through the duct to the salt processing room. There is a good lesson here: you can't defeat Tetradon yourself, it's good to get others to fight him. If Tetradon attacked you enough to deplete your strength, you might consider repeating the scene until you come through it with most of your resources left. You will need to fight the monk in the salt room. It would help to save again right after stepping out of the duct. Be ready to deharmonize the monk quickly. You could have attacked the monk earlier, but it is much easier now, because you can paralyze him with the stop-time spell. It is easier to approach him if you are invisible. Shoot him with the Wrist Jadgar. Go up the steps, turn the wheel, and turn around and jump into the mine car before it leaves without you. (Tap the space bar to jump in). If you miss it, another one will come. The new car will just sit there until you turn the wheel again. You will descend to the chasm. On the way down, another Time Wave turns you into an old man and replenishes all your sand and Jad Garr僕. To be continued next issue - o -