The New Adventures of The Time Machine - Part 2 by DreamCatcher The Adventure Company Walkthrough by Tally Ho October 2000 Revised Spring, 2002 Continued from last issue Episode Three: Much work to do. Notice that your strength is automatically replenished. Find the stairs and go up, ride the Tripodon back to the city. Talk to the Farmer, who will take care of the Tripodon for you. Speak with him again until he offers to take you to the city gates. If you try to go alone, you won't survive. You can speak to one of the guards on the way in. Head to Temple Square. Talk to the merchant woman. I think she is the same merchant as before, made younger by the Time Wave. She has lost her sandscraper (one of those little jumpy animals) and implores you to find her some new sandscrapers. If you catch seven or more, she will reward you. Be sure you notice her unique clothing before you make the deal with her, so you can recognize her later. She is the one in the green scarf and yellow-bottom skirt. Go behind her booth when she leaves, and pick up some sand herbs. There are eight sandscrapers in all. You need at least seven to present to the merchant-woman. She will give you a tuning fork, which provides you with a magic armor which remains active as long as the icon of the tuning fork appears on the screen. It's not absolutely necessary to have it, but it's worth the trouble. The armor is good protection. You can hear the sandscrapers' cries when you are close to them. The one in the city gates area is easy; just pick it up. While you are right there, pick up the bucket. Another sandscraper is in a small alcove, to the left after you enter Temple Square from the gates. Find the Priest and talk to him about the Memory Sanctuary and Vel Subek. DO NOT go into the temple. Go to Hourglass City. Find the gardener and talk to him. You will learn about Hamiata and Ataimah, sisters who live together. Go the far left end of the street and find a container of Merthweed Leaves sitting there. Take some. The Sandscraper hopping around Hourglass City is the hardest one to get. How to Stop him? Use a spell. Don't chase it, stand still while it passes you, then when it's nearly off the screen cast the spell. Go into the new road, next to the original entrance. This is Crossroad 1, an L-shaped street. On the way in, you will see a diagram on the pavement for playing a game called Rainbow Nautilus. The boy walking around Hourglass City will play this game with you. Do it later, you have work to do. Proceed into the street and see the sandscraper behind a little fence. Put some merthweed down for it to feed. It steps forward, and you can pick it up. Go a little further, and a boy walks out of a doorway. He is too busy to talk. Go into the doorway and talk to the crying girl. The boy took her doll and lost it. It's up to you to get it back. Explore the area around the corner of the Crossroad. You will find several wooden crates, and a special plant called a honey-cactus around the corner. Cut a piece of the cactus with your knife. (If you didn't trade for the knife in Episode one, you need to go to Hamiata's house now. She lives in an alley in the U-shaped street where you originally talked to the boy in the first scene. Go there, talk with her, and take her knife.) How to Use Crates: You will have several scenes in the game where you need to use the wooden crates to accomplish your purpose. To move a crate, walk up close to it and hold the spacebar. This makes you grab onto the crate. Then you can push it forward with the up arrow, or pull it back with the down arrow, holding the space bar down during the process. Most of the time, after moving a crate you will want to climb on it. To climb, walk up close to it and tap the spacebar once quickly. You need to rearrange the crates in order to climb over the wall. Climb up on the big dark crate furthest to the left. Pull the large, light-colored crate towards you. Climb over it and jump down on the other side of this crate. Push it completely to the left. The reason for moving the top crate is so you can get the middle one out of the bottom row. Get down and pull out the light-colored crate in the middle. You can ignore all the other crates now. Push this crate tight against the right-hand wall and climb upon it. Then climb over the wall. You will find a Tripodon pen. The doll is in there, on the ground. The Tripodon won't let you take it because he is hungry. Put some cactus heart in his trough and he is content. Take the doll, and return it to the little girl who lives in the same alley where the crates are. Talk to her, give her the doll, and she gives you an Effahid Flute in return. YOU MUST GET THE FLUTE. It is possible to get out of Episode three without it, but you can't survive Episode Six if you don't have it. Pick up the Sand Herbs on the window sill. Pick up the uncharged hourglass on the other window sill. While you are in Hourglass Square, you can visit a sculptor who is working near the city-center. If you examine her work, there are errors in the spelling. Pick up the chisel and correct the work. She rewards you with a salt gem. As you walk aound Hourglass square, a boy entreats you to play a game of Rainbow Nautilus. He will take either the chisel or your compass as a bet. If you win the game, you get Sand herbs. When you begin the game, he offers to explain the rules to you. Be sure you are not holding an object in your hand if you want to get the rules. Otherwise, he accepts the trade and play starts automatically. It is not required to play this game, but it's not difficult, and gets you some herbs to help replenish your health later. (You can do this at any time, as long as you have something worth trading.) Note from a player: If you score 14 or more in Rainbow Nautilus, the boy says something like, "Wow that score is too good for sand herbs," and instead gives you a charged hourglass! Three 3-pointers and one 5-pointer will do it. To aim, look at the ground below the ball going back and forth. There will be two dark specks right next to each other. If you are going for a 3- point shot, letting go just to the right of "between" them will work with the power indicator just touching the orange. For the 5- pointer you must release exactly as the ball goes over the right hand 'speck' with the indicator at around the 6th or 7th "rivet" on the side of the indicator thing. Once you have played once, you can practice this if you want or need the hourglass, but I have not figured a way to get to play anyone on the other rainbow nautilus gameboard. (Thanks, Josh) Go to Crossroad 2, the T-shaped street on the far left of Hourglass Square. On your way over there, stop at the Merthweed container and get some more. Go into the Crossroad and notice another Rainbow Nautilus game on the steeet. Go to the T intersection and turn right. If there is a man in the dead-end alley, he tells you need to find the Hierarch's seal. (He may not be there). There is another honey-cactus to the left of the door. Take some. There is a sandscraper atop the crate. Use another crate to get up there. While you are in Crossroad 2, go into the other end and find the old woman at the pump. She is Ataimah. Talk to her about her bad back. The pump isn't working correctly and she has to carry heavy buckets. You need to repair the pump. Pull the lever down to start the pump. It's leaking. Go around the left side of the machine and turn the wheel (space-left arrow). You don't need to hold the control down, Wales knows how far to turn it. Then go around front again. Find the adjustable spanner (called a pipe wrench in the US) and use it on the leaking pipe. Go turn the wheel to the left again. Back around front, grab the left-hand crate and pull it out. Now you can get to the new leaking pipe and fix it. Talk to the woman again. Her back isn't any better, but the plumbing works now, and she is grateful enough to give you one of the two keys you need to unlock the box in Hamiata's house. To get the other key: you need to dry the fresh merthweed leaves and make tea for Hamiata. The place to dry them is in Prison Square. Find it by going back to the original entrance. There are guards here, and you should stay close to the walls. Go around to the right until you find a large metal plate with nuts drying on it. Place the leaves on the tray and wait. You can hear them sizzling. The merthweed is dried when the noise stops, and you see it turn brown. Pick it back up. A sandscraper is walking in the prison yard, easy to pick up. If you decide to talk to the guards, one will tell you to get lost; the other is in a really bad mood because he was deharmonized by some kid. (That was you in Episode One.) Let's free that prisoner. Talk with the prisoner if you like. It turns out he was arrested for stealing a Tripodon. So he is being tortured for something you did. It's only fair to try to help him. Go stand underneath the stairs between the guards and the prisoner. You will hear them talking. Get the Warp (invisibility) spell ready and Save Your Game. Go up to the prisoner's platform. Straight ahead is a console with two levers. The left- hand lever activates the electric shock to torture the prisoner. The right-hand lever (straight ahead) turns off the power to the shocker. Turn off the power, do not shock the prisoner. He will scream and draw attention to you. Go to the right side of the platform, and find three levers. Pull the first one down once, and pull the other two down twice. Then turn the wheel to the left (space; left arrow). Hurry. When the guard says he will "freshen up" he will come to the fountain for a drink, see you, and . . . Zap! You can avoid getting zapped if you must make yourself invisible two or three times. Another option is wait to free the prisoner until you have traded seven sandscrapers for the Tuning Fork. To use the Fork, put it in your hand and press the spacebar. You will hear a tone and see the icon appear at the bottom of the window. It lasts for one minute, and protects you from attack. After you ring the Fork, you can put it away, so you can handle levers, etc. Probably the best of both worlds is to use Warp once, then the Fork to escape. Here's another method: You have enough time to push one or two levers; when you hear the guard say "freshen up" there's enough time to jump off the platform. If the guard sees you in the prison yard, not standing on the platform, you won't get attacked. Just go back and forth pulling the levers one at a time, until the prisoner is free.* One player reports being able to talk to the prisoner after he is free, by standing near the sack just before entering the square where Hamiata's house is.* Now you can go to Hamiata and make her some cactus- merthweed tea. Find the teapot, put in the leaves and the honey-cactus. If you leave out the cactus, she doesn't like it. It's too bitter. If you leave out the merthweed and only put in the cactus, she finds it too sweet. (If you gave her a taste of either bitter or sweet tea, just fix it by adding the missing ingredient to the teapot. It's not necessary to go back and get more merthweed or cactus.) When you get it just right, she gives you the second key. Open the chest and take the Hierarch's Seal. Here's where seven of the sandscrapers are: City gates area Small alcove near exit to city gates Sitting on crate in Crossroad 2 Behind fence in Crossroad 1 (give merthweed) Hiding behind the barrels outside Hamiata's house Hourglass Square (stop-time spell) Prison yard The eighth animal is in the Sanctuary of Memory square, just trotting around. If you need this one, because you couldn't capture the one that runs away, be sure to exit the square and trade it to the merchant before you go see Vel Subek inside his sanctuary. The Merchant who wants the sandscrapers will not be at the market when you go back; she is walking around Temple Square and is hard to find. A good way to stop her is to run past her and wait until she walks near you and hit the spacebar. Test the Tuning Fork when you get it, so you know how to use it when you are under pressure. Optional: Remember the kid near Hamiata's house that traded with you in Episode One? He is there again, and is the same boy who lost the little girl's doll. He will exchange some Vissahid ointment for the bucket. If you give Ataimah the ointment, she will think you are a hero; but gives you nothing in trade, except perhaps some good advice about oiling some wheels. It is essential that you have the Effahid Flute and the Eye of Jad Garr僕 spell in your possession before finishing Episode Three. You cannot complete Episode Six without both items. Do not proceed further without them. Go to the second crossroad (past the water pump you repaired) and ring the bell by the red door. You may have to ring it three or four times, because the guard inside is hard of hearing.The guard wants to see your seal. Show him and go into the Sanctuary of Memory square. Learn the layout now, you will be in a hurry to get out later. Go through the grey doors into the sanctuary. Touch the doors to open them, and step in promptly. If you wait until the doors close. You can't open them a second time. Be sure you have done everything else you want to in Episode Three before you go into the sanctuary; this episode ends automatically when you exit the Sanctuary. Look around. There is a table with a sand globe and black salt gem for you to take. If you have an uncharged hourglass, you can charge it at the clock. Talk to Vel Subek. He won't speak to you until you show him your Nautilus. Read the scrolls on the library wall. There is an important clue about the Lemurs weakness in one scroll. The higher ones can be accessed by using the steps. The wheels squeak, and need to be oiled. (The readable scrolls are the gray ones, harder to see than the parchments.) Read the scroll near the entrance carefully, it contains an important clue for a later episode. Be sure to talk again to Vel Subek until he wishes you well and has no more to say. Show him your inventory items to gain some information.*Enter the Sphere to learn two new spells (Voyage of the Arch and Veil of the Nautilus). The Veil of the Nautilus is in the far rear. Pick it up first, and go back to the Lemur to practice. He shows you how it protects against the loss of Jad Garr僕, whether from attacks, or through the singing of certain creatures. Remember his advice. Since the Lemur wants to keep the Voyage of the Arch spell, he hides the real prism among three fake ones. It's an illusion. If you touch one of these fake prisms, you will lose some health. So, cast an Eye of Jad Garr僕 spell or use your Nautilus and you will see the fake prisms disappear. Exit the sphere and leave the Sanctuary, an automatic scene unfolds, where you are arrested. Episode Four: Get out of Jail You are in prison with Ashamira. Speak to her until a Time Wave occurs and you are both changed into children. The guard has stepped away for a moment and dropped his key by the door. You have very little time. Pick up the key, unlock the door and exit to your right. Go into the cell two doors down by unlocking it. Watch the guard return and go into your former cell to search. To exit your new cell you must put the key away () or you will lock yourself in. Exit to the left, walk promptly to your old cell, get out the key and lock the guard inside. This scene is easier if you assign a hotkey to the key. An alternative to locking the guard in your cell, is to take his key and wait until he comes back to stand guard. You can use the deharmonizer spell or the Wrist Jadgar and shoot him in the back. Still another alternative is to exit the cell, and use the invisibility spell when the guard comes back. if you stay invisible, the other guards will come to this place, and the guardroom will be empty. Stay invisible and go to the guard room. Upon entering, turn right and pull the lever to close the gate immediately. * OR -- go back past your hiding place, and through the door by the bell, into the next cellblock. Go up to the first cell you come to and unlock it. The child imprisoned there turns out to be the man you freed from the torture machine. His memory needs to be restored. Give him a black salt crystal. He has a plan to help. He will distract the guards for you. The boy rings the bell, summoning the guards from their ready-room. You must wait until the guards "Inspect the Cells." Then exit, go to the guardroom, turn right and pull the lever to close the gate. Now you really haven't much time. Suggest you save immediately, the following scene is hard to survive until you have practiced it a few times. Position yourself near Ashamira. If you stand behind Ashamira, her shield will protect you.Get the "Stop Time" spell ready, and cast it on the woman when she enters. Immediately get the Deharmonizer Spell ready, and walk toward the woman, zapping her. If you are close enough, twice should do it. An alternative is to become invisible and let Ashamira do the dirty work! Take stock of your life resources. If you don't have about half of your Jad Garr僕 left, you can't make it through the next part. In that case, go back to your saved game and get through this scene more efficiently. There are four doors in the guardroom. Exit the door to the far right (not the one the woman came through, that exit leads to hourglass square, and certain death). Get the "invisible" spell ready, and use it as soon as Ashamira exits. Run to the crates. Push the crate to the left just far enough to clear the other crates, then push it through the door. Near the end of the pushing process, you will be shielded by the other crates or by the wall, and the guards stop shooting at you. Once you clear the door you are safe, for a while. You and Ashamira need to find a way out of this enclosure without going back into the yard where the guards are. Push the crate against the other nearby crates and climb all the way up to the roof. Ashamira will follow you. Go jump on the lift platform. (That is, walk up to it and tap space.) She will automatically hoist you up. Go across the roof and jump across the gap to the other roof, and touch the plank. The plank is now a bridge. Go back to the two crates and cut the rope. Bring the crate (you can only move one of them) across the bridge and push it up against the abutment at the far right-hand end, so you can climb onto the next roof. Touch the new plank (on the far side of it) and it makes a bridge that is too short. Push the big crate onto the end of the plank to hold it down. Climb over the crate to the plank, jump to the gatehouse, and turn the wheel. Ashamira rides up. Get on the lift; she lowers you. Now go get the original crate you brought with you (it's a long walk) and put it on the lift. She brings you and the crate up. Take the crate off the lift and turn the wheel again, to lower the lift and bring up the weight. Put the crate on the counterweight. Now there is enough weight to cause the appartus to descend, and you all escape. Go find the Tripodon. He won't have anything to do with you because he is thirsty. Fill your bucket with water and pour the water in the trough. Willoughby is happy now, and will take you to the Rebel Camp. Episode Five: In the Rebel Camp Talk to everyone. (Do Not Head Away From The Camp Into the Desert. As in Episode One, the Lemurs are out there and will put you to an unmerciful end.) The Tripodon-keeper will tell you things, and give you a nip of Ash-Fire when you show him some cactus. Dahjaroun, the man working at a table is suspicious of you, but he feels better after you recharge his wrist Jadgar. Talk to him more, and he gives you a Sounding-Stick. Go into the big tent, and no wonder Ashamira said she could help you find the arch; it's in her tent! Turns out she's in charge of things around here. Talk to her, pick up the salt gems, fire up the arch, and step through. Cast the Voyage of the Arch spell on the arch. If you don't want to spend the Jad Garr僕 on a spell, the Nautilus will also turn on the Arch. Stand in the Circular area to activate the Arch with the Nautilus. Episode Six: Watch your step! No, Toto, this doesn't quite look like Kansas; more like the Deadly Desert. You need to cross this expanse. Use the Sounding Stick, and don't ever step past the area cleared by the stick. Listen to your footsteps. When they sound mushy, don't go any further. Test the ground with the stick. When you come to a canyon with a gravel floor, you can put away the stick. Go to the rock wall with a hole in it, and observe the Lemur on the other side. You will need to crawl through the hole (Put away all inventory and press ) and deal with the Lemur. Play your flute to calm him down.Suggestion: The following scenes are difficult indeed. The first Lemur will be charmed by the flute, but the second one, which you encounter while trying to climb the ledge, will attack you mercilessly, and you must kill him before he does you in. If you have not been using the hotkey feature yet, this is the time for it. Put the flute on a hotkey, so you can get to it immediately. Put the wrist Jadgar on a hotkey as well. Remember: to play the flute, hit the hotkey, then the space. To fire the Wrist Jadgar, hit its hotkey, then the Ctrl. key. You can also put spells on a hotkey, perhaps one to shield yourself, and one to slow down the lemur. The invisible spell doesn't fool them, nor does the Stop Time Spell have any effect. You've heard of Shake 'n Bake, or Surf 'n Turf, right? Well, this is Flute 'n Shoot! If you are quick and careful, you can get rid of this one without losing any powers. The technique is to still him with the flute, fire the Jadgar, then immediately flute again.After you dispatch the nasty Lemur, you can climb over the next set of ledges. Down to earth again, and look carefully! There is an object right there in the path, but hard to see. The Shell of Time is good for restoring your Jad Garr僕. Before you enter the Lemurs' Lair, save your game. Choice: You can flute the first three Lemurs, but don't dawdle. They will not only shoot at you, they will cast a spell that drains you away. Watch out for a red glow that looks like a funnel over your head. If that happens, escape to a saved game. It drains your sand until you are dead. If you are really agile, and not too close to the Lemur throwing a spell at you, you might be able do dodge () left or right and not get hit. You can also run (). You can use the counterspell that cancels out spells put on you, but only if you survive long enough to use it. I decided to kill the first two. That way you don't have to deal with them on the way back out.You will come to a chasm which is really an illusion. In previous spheres, there was a bridge there. Fix the illusion with the Eye of Jad Garr僕 spell, and you can cross the bridge. Don't take too long, the Lemur over your shoulder doesn't stay charmed forever. Past the chamber on the other side of the bridge, there will be a cluster of crystals on the right side. Across from the crystals, there is an alcove on the left which is difficult to see. Turn in there, and pick up the Chronophore from the floor. ** See image in Screenshots - alcove: The little alcove is just ahead, on your left, across from those crystals. When you get close enough to actually enter it, your view will have shifted, so that it's now to the right of the screen, (still to "your" left.). Look at the floor to see where the rocks depict an entrance. Go further and charm the last Lemur, the Old Woman of the Caverns. Charm her again, go behind and steal the charged hourglass. (Put the flute away in order to pick something else up.) Don't bother to offer the hourglass in trade - she is not interested. Put the Hourglass away, get the flute back out, charm her again, then put the flute away and talk. Note: be sure to continue the conversation (space) before she finishes the first long speech. It helps to have the captions turned on. It seems if you allow her to finish her speech, you will be unable to restart the conversation. Keep talking to her until she gives you the Spectral Body Spell. Then she won't attack you when you leave. After you leave her, don't return or she will have a change of heart and throw a deadly spell at you. If you left any Lemurs alive on the way in, the best technique is to use the spectral body spell and run past them so quickly they don't have time to do you harm. Whew!Go down the canyon, ignoring the Lemurs on the way. Hop from rock to rock, playing the flute in between each hop. Go to the far right to pick up the Crystal Flask. Be very careful to face the right way when jumping off this rock and the next one. It is possible to fall into the chasm. You probably should shoot the Lemur who attacks you. You can do this before getting the flask, just don't leave it behind. You can get past him by playing the flute between each jump, but you need to be precise for each jump. It's hard to make headway because you must be standing on exactly the right spot each time you want to hop. If you have "been there and done that" enough times to memorize the route, you can make it out of there solely on your charm. I preferred to zap the bugger. Don't bother to restore your health now; a Wave is near, and you will be fully healed. Have the Veil of the Nautilus Spell ready before you go near the ocean.Go to the end and climb down. Stay close to the wall, work your way around to the right in between two pillars and find another Shell of Time. Pick it up and watch the automatic sequence. If you get too close to the water before finding the Shell, you can't get back to it. (It's not a big problem if you miss it.) Take the crystal flask to the spot on the beach and fill it. Look for the spot at the farthest right you can go. If you found the shell, go up-screen. It's near the waterline, and near the cliff. You must fill the flask. (If you miss it now, you get a second chance in episode 10) To be concluded next issue - o -