The New Adventures of The Time Machine - Part 3 by DreamCatcher The Adventure Company Walkthrough by Tally Ho October 2000 Revised Spring, 2002 Concluded from last issue Episode Seven: Home again You are an adult again. Cast the Veil of the Nautilus Spell on yourself as soon as possible. The mermaids' song will do you harm if you don't use this spell. Remember the Sirens of mythology? Go the Mermaid in the center of the scene, show her the flask and talk to her. She will agree to help you, and gives you the Conch of Khronos. If you missed filling the flask before the Mermaid came, do it now before you take the Conch. Take the Conch and watch the automatic sequence. You blow a note on the Conch, causing a wave. It affects the guards, and the rebels are unhurt. The conch turns to sand, and it's time to go to work. Episode Eight: Ready for Battle Head for the temple. Suggestion: Save your game at the beginning of this episode. You will have a tough battle in the Temple, and will want to practice your strategy. Avoid the battles on the way through town. (Use the Spectral Body spell to slip through the town unscathed.) As you come to the entrance of Temple Square, you will see Ashamira engaged in a fight. Make yourself invisible and go past them. Enter the temple. Vaporize the Chronomancer as soon as possible. You will need to use the Chronophore or the Wrist Jadgar on him. If you couldn't find a Chronophore in the Lemurs' cave, there is one on the far side of the big altar in the temple. Cast Warp on yourself to become invisible, so you can get to the Chronophore. He is tough to beat. One way is to stay invisible until you can get right up close to him, and cast the Stop Time spell. Then shoot. It is more effective to fire the Chronophore slowly and deliberately, because each time you fire it, it discharges twice. One thing to watch for, is when you enter the room, you can't see the Chronomancer yet, but if you hear him cast a protective spell on himself (sounds like drawing a sword) load your game again. You can't spell him if he's protected. Here's an alternate (Easier) way to beat the Chronomancer: when you enter the temple, walk straight ahead to the altar. Look for the crack in the altar, and stand right there. The altar will absorb all the weapon- fire and spells, and you will be safe. Use the wrist Jadgar to shoot in the direction of the Chronomancer. You can't see him, but you can hear when your shots strike. He is shielded at first, but eventually you will get him. Thanks 'Odin' for finding this method. * After the Chronomancer is toast, you can relax until you leave the temple. Talk to the Effahid. He just happens to be the deaf guard from the sanctuary. He will give you the key to the red door, the same one where you needed the Seal before. Walk around to the far back of the room and try what looks like a back door. Something strange here? Erase the illusion and get a charged hourglass for your efforts. If you were exploring carefully back in Episode One, you found this "strange" spot, but couldn't do anything about it unless you were clever enough to try the Nautilus on it. Or you might have found it in Episode Three, when you shouldn't have been in the temple anyway, and got zapped for your efforts. Find the Black Salt Gem and the Chronophore on the altar. (If you already have a Chronophore, leave this one. You don't need two.) Go to Vel Subek's Sanctuary. (Out the Temple door, and head right, into the first alley.) You will need to get by the guard at the red door. The same technique (invisible, stop-time, shoot) works pretty well. Inside the walls are two more Shekandars who have nothing better to do than shoot at you. If you are invisible, and if you know the way, you can get past them and into the Sanctuary door unscathed. Vel Subek will talk to you and reveal something. When he is done talking, explore. You can find sand crystals, salt globes, an hourglass in the small bookcase, and if you position the stairs correctly, a "Vapor Thrower" on top of the large bookcase at the right-hand end. Optional: You can go into the sphere and talk with the lemur. He will trade the Acceleration Spell for an hourglass. It speeds you up. Go to the city gates and see the machine. (Out of the alley, go left, and take the first road toward Hourglass Square. Don't step into it. Go back and see Vel Subek. He created the Cyclops and will help you to destroy it. Approach the machine with Vel Subek. Use your adjustable spanner to open the central panel of the machine. Put the wrench away, pull out the middle cable, which releases Ashamira from the paralyzing field. Go to the palace gates (beyond the Hourglass) where you will find Ashamira engaged in battle with the guards. She can't quite pull it off without your help. Make yourself invisible, go up the steps and paralyze and shoot the guard who is not fighting. Then do the same with the other one. (Wait until the guards are actively firing at Ashamira. If you go too soon, they both concentrate on you.) Enter the throne room by pulling the levers together with Ashamira. She shows you how. The Heirarch is in there, and he is one tough dude. His only desire is to eliminate you. It turns out the best way to get the better of him is the lesson you learned before. Run away from him, lurking in the shadows for a while. Ashamira will fight him while protecting herself. She keeps the Heirarch occupied while you can sneak up and use the Chronophore. Three or four good shots should do it. When he vaporizes, you can relax for the time being. Pick up the black salt gem on the table, if you didn't already get it while Ashamira was doing your dirty work. Go into the sphere, where there is an unpleasant but harmless Lemur. If you try to take the spells, he transports you out. Carry the quartz flask with you, and the Lemur is repelled. Two good spells: The Mermaids' Song to cause your opponent to be insane, (works on Lemurs) and the Chronomantic Armor to cancel spells cast by your opponent. You could go into the sphere while Ashamira is fighting. The Chronomanntic Armor can give you some protection when you exit and join the battle. Now to find Ulmoreth: he is trapped behind the secret door. Examine the four statues with hourglasses. Turn over each hourglass once only. You need to activate them in the correct order. The clue comes from the scroll near the entrance to Vel Subek's Sanctuary of Memory. The order is: Woman, Old Man, Child, Shekandar. Woman (Adhamid) is left of the entrance, just right of the rear of the sphere. Old Man (Vissahid) is the next one to the right of the entrance. Child (Effahid) is to the right of the throne, and left of the sphere; and Shekandar is left of the throne, between there and the Vissahid. The secret door is behind the table where the black salt gem was. See Screenshot - Time Machine Images The secret door will open. Go in and talk to Ulmoreth, ultimately to exit and talk to Vel Subek. You will return to the Mine- Monastery area. Episode Nine: In the Mines The key lets you into the mine entrance. When you step forward, you see the sequence with the Chronomancer woman and a worker, after which she attacks you immediately. You must have a strategy in place. The new Chronomantic Armor spell protects you allright, but it only lasts two or three seconds, and costs a whopping two and a half Jad Garr-l points. The stop-time also delays her, but not for long. It will be a fight. You might try the Tuning Fork. Two players have sent suggestions for this sequence: Odin's advice: "Here I used the vapour thrower - in the salt processing room (Shekandar), in the control room (guard), in the organ room (Shekandar) I assigned it to key 1, and Chronophore to key 2. Move quickly and not straight, thus avoiding the spells the Chronomancer fires at you, when you are near her press 1,2,2,1,2,2, and so on, she should be harmless. If you are quick you can get out of it with no loss of Jad Garr-l and health." SS Posey's advice: Upon entering the mine, immediately pull out your Chronophore. Half-hide beside the wall protrusion just as you enter, and fire from safety. I killed her without getting hit at all." Don't go look at the robot (you can see it in the movie, so you know where not to go.) Go to the controls, and the furthest one straight ahead gives you control of the robot. It is standing on the bridge and must be moved back. (Press space to take control of the robot, then the down-arrow to move it back.) The control nearest the entrance controls the bridge. The middle one, which the woman turned off, is the power to the mine cars and lifts. We need to destroy the robot, so do this: back up the robot so it is not standing on the bridge. Retract the bridge. Move the robot forward until it falls over the bridge into the mine. Turn the power back on. Watch carefully, and you will see a mine-car get stuck. It is on this same level, the middle of three levels. Put the bridge back and cross it, looking around to the left (go behind that stuck mine-car) until you find the lift. Take it downstairs, find the smashed robot, examine it and retrieve the Disrupter. Talk to Semireth. He gives you a clue how to get to the Monastery. A mine car could help. Remember the Salt Processing Room? Take the lift up to the third level, with the disrupter ready. Use it immediately on the robot so it doesn't attack. Go across to the controls, put the robot on the lift, and take it back to the second floor. Now exit the lift to your right, find the gap in the guard rail, and wait for a conveyor. Hop on, and ride to the third floor. (Don't forget to turn around so you are facing the floor, lest you jump into the abyss.) Jump off, control the robot to push the mine car. Now things are moving again. Call the lift with the red button and take it to the bottom floor. (Press down again when it pauses at the middle level) Take a conveyor to the second floor and jump into the mine car. (Don't forget to turn toward the car.) See Screenshot Time Machine Mine Car You will ride to the salt processing room. Quickly turn left and press space to get out of the car, or the Chronomancer will use the gas on you. The monk in the Green robe is there. If he fights you, zap him. There is a Black Salt Gem on the table. Go around the elevated area, past the small passageway, and into the control station. Look for the silver doors. Zap the warrior before he gets to you. Play with the control stations. The one straight in from the door only arouses your curiosity. The one to your left is a surveillance station, and gives you more views than you have had before. Notice how the mini-prison walls are lowered. Be sure to watch carefully when Tetradon controls the robot. Use the four arrow keys to move your surveillance view. Press Esc. to quit the view. The machine to your back is the control for the transporter maze. Activate it to repair the Web of Time. (If you have observed the maze carefully, you found that it is constructed in the shape of a nautilus. The maze is rebuilt, and Ashamira and the Rebels cross the maze. A Time Wave occurs and you are old. You can pick up another Salt Gem before you leave the processing room. Go back to the Chronomancer's room, and walk into one of the transporter beams. You are challenged to a duel where all your weapons are deactivated, and you must use only spells to fight. You should get the first shot. Stop-time him ASAP, put on your armor, and deharmonize him. It is possible to survive with your powers intact. (There is a Sand Globe on a table near the sphere, and a Black Salt Gem on the table near the interactive map.) After this battle, go up the stairs near the passageway you escaped into before, into the control pulpit and take control of the robot. Send the robot around the other side, where Ashamira is occupied fighting the other robot. Make your robot attack the other one (press Ctrl). Both robots blow up. Make your way down to Ashamira. She and Ulmoreth will be fighting two guards. You can hang back until they deharmonize both guards. Then, they head for the Organ Room door. Talk to Ulmoreth and Ashamira. Go into the organ room. You enter, and see Tetradon control a flying robot to entrap Ulmoreth. You step forward, and Tetradon also traps Ashamira. You must find the controls to the robot. Go straight ahead, through the area where Tetradon's pulpit is, and run around the metal catwalk until you find the entrance to the room where the Shekandar is apparently controlling the robot. Deharmonize him. (If you can't manage t deharmonize him, just use the Spectral Body Spell to avoid injury.) In each of the four corners there is a robot control. You must get to each corner and activate the lever without getting hit by the robot's ray. Creep along the walls. The sequence is unimportant. The robot is finished, and Tetradon reappears. Armor yourself or protect with the Spectral Body Spell before he attacks you and go to Ulmoreth's trap and turn the wheel to free him. () When you release Ulmoreth, Tetradon hides in a secret room and you will have to figure out how to open the passage to the room. The key is playing notes on the "organ" in the correct sequence. You get some clue by listening as he plays the notes, then watching as the secret door opens, which two levers had been pulled. Go to the circular area across from the robot control room. The three levers control the organ's functions. The keyboards are the big semicircles. Don't worry, you don't have to be musical here; just select the five notes in the right order. Do this: as you approach the organ area, the three control levers are all up. Put the center one and the right one down. Then, let's call the right semicircle A and the left one B. Go to the right half of A (closest to you) and play the note once. Go to the left half of A and play the note once. Turn around and go to the left half of the B side (again, closest to you) and play the note twice. Then to the right half of B and play once. The door should open. If you goof up, start over by cycling the control levers. Here's a picture: See Screenshot Time Machine Controls Inside the room is an arch, decorated with eleven pyramid- shaped holes. Around the perimeter of the room are fourteen busts with pyramids above. Therefore, three must be booby- trapped. To place a pyramid in the arch, just go touch it. To avoid being injured by the traps, protect yourself with the Spectral Body spell. Activate the arch by going around the back side of it and casting the arch spell or using the Nautilus. You are back on the beach. Episode Ten: Watch your Back Talk to the Mermaid. She gives you the Foam Key and some advice, and leaves with Ulmoreth. Before you leave, be sure you have filled the flask with water. The place to get it is on the far right, just at the edge of the water. If you managed to fill it in Episode Six, it is still full. Pick up the Shell of Time near the place where you fill the flask. Go through the pillars. You and Ashamira are in a cavern. Right behind you is another Shell of Time. Explore the perimeter until you find a stone lever in the wall, just to the left of the stairs. When you approach the stairs or if you attempt to pull the lever, Tetradon Logor Shar appears, and Ashamira is cornered by a pair of Lemurs. Tetradon tells you he wants that key. Give it to him. Unfortunately, he uses it in the wrong keyhole, and joins the Sands of Time. As soon as you are able to move, go onto the platform. You cannot be attacked while you are standing there. Cast the Spectral Body spell on yourself, rendering yourself invulnerable to attack. Run and operate the lever, closing one- quarter of the door to the Lemurs' nest. Return to the Pillars and wait for the Spell to wear off. Cast the Spectral Body spell again, and run to the second lever that appears. The second one is on the left wall, near the far end of the room. If you are slow, or wander around, cast the spell again. Return to the Pillars and wait again for the spell to dissipate. Cast the spell and close the third lever; this time on the right wall near the other end of the room. Return to the pillars, let the spell wear off, and cast it one last time. Close the fourth lever, which is on the left wall, right where Tetradon was standing. Return to the pillars. If you need one, there is a Shell of Time behind the pillars. Here's where you have a choice to make. Ashamira seems to be gone; deharmonized by the Lemurs. However, if you destroy all the Lemurs, she will reappear ("reminded", she calls it). So the choice is - you can simply take the Foam Key, and discover which is the correct pillar and forget about Ashamira, or you can bring her back from the 'Sands' and take her with you into the next episode. It is the better ending to have her with you. Stay on the platform, and use the Chronoeider to shoot the Lemurs. If you were efficient in closing the gates, there will only be three. There may be more if you were slow, but it doesn't matter. Some of them will probably hang back near the gates, and will be hard to see until you step forward a little. As long as you stay on the top step, they can't hurt you. Thanks to "Lone Wolf" for discovering the method of remaining on the platform. When Ashamira reappears, talk to her. She has lost all her memory. How to get it back? Trying a Black Salt gem doesn't seem to work. Aha! The Flask filled with water from the Sea of Eternity! That restores her memory, and she is ready to go with you. In the pillars, Tetradon had been fooled by an illusion. Retrieve the Foam Key that Tetradon left in the wrong keyhole. Use the Nautilus and you will see an effect on the correct pillar. Use the Foam Key on that pillar and be transported to the Sanctuary of Khronos. Episode Eleven: The Final Conflict There is a Shell of Time on the barrel. Talk with Ashamira about the meaning of the room you are in. Examine the clock with the quartz hand. Also examine the plans on the drafting table. Go up the steps to inspect the Chronoeider. Uh-Oh, Tetradon Logor Shar appears, in the form of a Lemur. As soon as the conversation ends and you can move, hide behind the Chronoeider. Thanks again to Lone Wolf for this idea. Use the Chronophore to fire from your hiding place. Here's a tip: While you are exploring the sanctuary, Ashamira changes position several times. Wait until she goes up the steps to the Chronoeider, then go there with her and touch the Chronoeider. That way, when the fight begins, she will be at your side. Observe her as she shoots at Logar Shar, and she aims in different directions. Change your aim slightly to match hers. After you both hit him together a few times. It is over. If you used this technique, you may have come through the whole scene without any injury. If she is not visible, don't worry - she is attacking him even if you can't see her. When Logor Shar evaporates, talk to Ashamira. When you move back to the Chronoeider, Khronos himself appears. Talk to him. Listen to the entire dialogue, it's the whole point of the story. At the end, you are invited to destroy Khronos in order to save the Universe. Khronos is easily defeated, he has no power, but the Chronoeider tries to defend him. (It's not very sporting, but the way to not be injured is to move around behind Khronos, stand at the foot of the stairway and shoot him in the back. The Chronoeider cannot hit you from there. Ashamira will join the void; she cannot come to London with you. Go back to the Chronoeider, and the automatic scene unfolds. Don't wait around too long before returning to the Chronoeider, or you will also end up in the void. For a special treat, be sure to watch the credits. Wonderful sketches and concepts! * Many many thanks to Odin for several helpful suggestions and discovery of new techniques! This document may only be distributed with the express written permission of the author, Tally Ho The content of this document may not be altered in any way without the permission of the author. Any proposed changes or additions to the walkthrough may be submitted to Tally Ho. Copyright 2002 *GameBoomers - www.gameboomer.com - o -