WALKTHROUGH OF MOMENTS OUT OF TIME 2: ADVENTURE TYPE By Ross Raszewski Walkthrough by Greg Boettcher Special thanks to Daphne Brinkerhoff and Ryusui, both of whom helped me finish this game. This solution is based on Version 2 of the game. If any future versions are released, they may be different. Unnecessary commands are given in parentheses. To contact me, write to: ________gregboettcher_dot_com greg_at Walkthrough version 1.1. ============================ PLANET CHELINI, 23RD CENTURY ============================ (Prologue begins here.) NOTIFY (Personally, I like to have score notification on.) ANSWER PHONE 2 ("I'm on vacation...") 2 ("The director knows exactly...") (You could instead choose 1, which would immediately begin the game proper. However, if you want to gain Saran's favor, you need to press 2. There are no apparent negative consequences, as you'll see.) GET POLARIZER POLARIZE SARAN POLARIZE SARAN TALK TO SARAN Z.Z.Z.Z.Z.Z.Z.Z.Z.Z.Z (wait until ambassador arrives) TALK TO SARAN GET TRANSPONDER ============================ COMMAND CENTER, 23RD CENTURY ============================ (Part 1: The Empty House begins here.) (You start off at your office in the 23rd century.) READ NOTE CARD X CASE X MAP W SW W (Joxley greets you.) "Where is everyone?" SIT ON CHAIR "No" "How?" "Where?" "Who?" "What's my mission?" (You have to go back to a mid-21st century house which is about to be hit by a nuclear attack. Your job is to find anachronisms and log them.) STAND E NE N OPEN LOCKER GET ALL FROM LOCKER (autokey, disrupter, StreamDive console) GET ALL FROM CHIP BANK (shield, cryptograhy, blank, library, datastore, scan, map, evidence, dive) PUT CHIPS IN CONSOLE (This is a good time to research a few things. First, check out your possessions:) X AUTOKEY X DISRUPTER X CONSOLE (If you didn't read the manual at start-up, this is a great time to type MANUAL, if only to read about your StreamDive console.) (If you are using the advanced interface, you can now try clicking on some of the chips on the right-hand side of the screen, and scrolling through them with the arrows.) (It's also definitely worth examining the chips for a more detailed description of how they work. You'll learn about some new commands; try them out, if you like.) X SHIELD X CRYPTOGRAPHY X BLANK X LIBRARY X DATASTORE X SCAN X MAP X EVIDENCE X DIVE (With regard to the library chip verbs BROWSE and RESEARCH, I didn't use them very often in this walkthrough, but that is not to say they aren't valuable. You should experiment with those verbs if you feel the least bit inclined.) (We're not quite done gathering information yet.) DOCUMENTS (At least skim through the StreamDiver Manual, and read the mission description and the mission report.) (Now, one last thing. If you're using the advanced interface, I suggest typing SCAN. Now the left-hand window pane will list all scannable items every time you walk into a room. You'll see the necessity of scanning later, and it's incredibly useful to have a list of scannable items for each room you enter.) (Also, another note. I didn't have the translate chip on during most of my playthrough, but as far as I know there is no disadvantage to always having that chip on. So type TRANSLATE now if you want.) (Okay, enough research. Let's move on.) S E READ NOTE CARD (if you want to add it to your DataStore) W SW S TALK TO MICHIGAN "What's new?" "interface" "cloak" "hologram" "autokey" "dive system" "AI" "singularity" "Back" "Back" "Mission" "Goodbye" GET INTERFACE (one more chip for the console) N PUT INTERFACE IN CONSOLE X INTERFACE NE (We should be ready to go.) S S (to confirm) Z Z =========================== WALLACE HOUSE, 21ST CENTURY =========================== (And you go back in time to the house; specifically, the bomb shelter in the house's basement.) (And the most important thing to do is right here in this room:) INTERFACE PORTABLE COMPUTER "Data Snapshot" YES (download the data) YES (interface with it) (Your blank chip now houses an AI entity who consists of a copy of the brain of Julia, a former inhabitant of this house. Julia will be absolutely indispensable to you. After gaining consciousness, she asks you to delete her.) "No." (Unless you're using the traditional interface, I recommend always keeping Julia's chip visible. It will light up if she has something to say, and display a question mark when she has a hint to provide. Her hints are sometimes invaluable.) (Note: You don't need to take any items from the house, except for anachronistic items that have to do with your mission.) (X LEFT BODY) (X RIGHT BODY) (SCAN RIGHT BODY) (SEARCH LEFT BODY) (X EYE) (INTERFACE EYE) (X DEVICE) (SCAN DEVICE) (X PIECES) (SCAN PIECES) (OPEN BOX) (X RED PILL) (SCAN RED PILL) E YES (use the autokey) U (downstairs landing) (There are rooms you can explore to the west, northwest, north, and east, but they contain nothing relevant to your mission. If you really want to explore the house in great detail, the original Moments out of Time is more rewarding.) U (hall) E (living room) N (back hallway) W (behind the stairs) (UNLOCK CLOSET) (X BEAR) (GET BEAR) (Julia requests this; it has no positive or negative consequences, as far as I know.) W (dining room) W (laundry room) E S (kitchen) (TIMESCAN) W (pantry) X SPAM SCAN SPAM GET SPAM LOG SPAM E E (hall) U (upstairs landing) E (hallway, east end) (S) (nook) (N) (E) (boy's bedroom) (X COMPUTER) (INTERFACE COMPUTER) (Not necessary, but there's a lot of background info there if you're interested.) (TIMESCAN) (W) N (girl's bedroom) (PUT EYE IN CHARGER) (INTERFACE EYE) (DROP EYE) SCAN CHARGER GET CHARGER LOG CHARGER S W W (hallway, west end) N (bathroom) OPEN CABINET GET PILL BOTTLE SCAN IT LOG IT S (W) (master bedroom) (N) (master bathroom) (S) (E) S (sealed room) U (attic) X DISC SCAN DISC INTERFACE DISC GET DISC LOG DISC (That's all the evidence we need. We've now accomplished our mission at this house.) RECALL YES ============================ COMMAND CENTER, 23RD CENTURY ============================ (You're back in your office.) (If you took anything from the house, drop it. You won't need it again.) W SW N (If Joxley isn't immediately there, WAIT as long as you need to until she arrives.) (Joxley greets you and briefs you on your next mission, which takes you to a dangerous time called The Seventy Days, during the year 2102.) (Joxley also gives you a new "capture" chip, since your mission is to capture the guy who's trying to change history.) (Part 2: The Seventy Days begins here.) S S (Michigan greets you and gives you a cloaking chip.) TALK TO MICHIGAN "Mission" "Julia" "Goodbye" N NE PUT CLOAK IN CONSOLE PUT CAPTURE IN CONSOLE S (to StreamDive core) Z Z ===================== CANADA, 2102: FLOOR 3 ===================== (And you arrive on the third floor of a research facility in Canada during 2102.) (As Michigan hinted, you can only spend so much time here in Canada at at time. If you type STATUS, your temporal capacitor charge starts at 100%, but declines very slowly as you explore the building. When it hits 0%, you'll be yanked back to your own time. This is no tragedy, as you can always talk to Joxley and arrange to come back here, but it's worth keeping in mind. Also note that using your shield or cloak chips will use up your temporal capacitor charge a lot faster.) (X SPLATTERS) (X MARKS) (SCAN SPLATTERS) (SCAN MARKS) W (X FOOTPRINTS) (SCAN FOOTPRINTS) N X CORPSE SEARCH CORPSE (you now have the identification card) S W S (SCAN BODIES) GET BOTTLE N E E N (W) (SCAN BOX) (INTERFACE BOX) (doesn't work) (E) E X TRANSFORMER X BOX UNLOCK BOX OPEN IT (This is where it really comes in handy if you're using the advanced interface and have the "scan" window pane active. If you do, then you can already see that the breaker switches labeled "8th floor" and "auxiliary circuits" are the only ones that can be scanned. Otherwise, just type SCAN and you'll see what I mean.) SCAN 8TH (I don't think you can do anything with this; it is just a clue that something is up on the 8th floor.) SCAN AUXILIARY TURN ON AUXILIARY W S PUSH BUTTON (If necessary, wait for the elevator doors to open.) S SCAN PANEL (INTERFACE PANEL) ("Floor 1") ("Disconnect") (If necessary, wait for the doors to open) (N) (I was never able to get off on Floor 1. Not even if I was cloaked.) INTERFACE PANEL "Floor 7" "Disconnect" (wait for the doors to open) N --------------- CANADA: FLOOR 7 --------------- (There are three robots on this floor who wander around randomly. You'll have to deal with them as you encounter them. The robots will harass you and eventually kill you if you let them. You can evade them using the shield or the cloak (if you don't mind that this sucks your console's power faster), or just by running away. Or you can shoot them with the disrupter. And since there seem to be no negative consequences to shooting the robots, that's what I recommend.) (One other note about the robots. When you see one, type X ROBOT and SCAN ROBOT. It's a clue for a puzzle later on.) (SCAN CORPSE) W S (It's worth noting that virtually none of the office furniture in this whole building has any significance; it's just scenery, and sometimes not even implemented.) READ NOTE (You can pick up the note if you want, but you don't need to, since the information is kept in your DataStore chip.) W N N READ BOOK GET BOOK LOG BOOK (X SCREEN) (TURN ON SCREEN) (doesn't work) (INTERFACE SCREEN) (doesn't work) E E E X EQUIPMENT GET CONDITIONER X METERS (the meter for Floor 8 grabs your eye; note the slit) SCAN METER (We can't do anything here now, so we'll have to come back later.) W S PUSH BUTTON (Wait for the elevator doors to open.) S INTERFACE PANEL "Floor 8" "Disconnect" (If necessary, wait for the doors to open) N --------------- CANADA: FLOOR 8 --------------- X CASE (The case has no use that I know of; no need to pick it up.) X BARRICADE SCAN IT TIMESCAN W GET TAG X TAG PUT TAG IN CONSOLE W GET TRANSLATE X TRANSLATE PUT TRANSLATE IN CONSOLE TIMESCAN (The room to the north is dangerous. Let's save it for later.) E E PUSH BUTTON (Wait for the elevator doors to open.) S INTERFACE PANEL "Floor 13" "Disconnect" (Wait for the doors to open) N ---------------- CANADA: FLOOR 13 ---------------- X DOOR (The disambiguation is bad here; you will have to just choose "the door," rather than "the elevator call button" or "the door plate.") X PLATE SCAN IT WAVE IDENTIFICATION AT PLATE W X CAMERA SCAN CAMERA (INTERFACE CAMERA) (doesn't work) S READ NEWSPAPER N NW READ BROWN FOLDER (10/25 report. You needn't get it; it should be added to your DataStore.) READ THICK BOOK GET IT (LOG IT) (doesn't work) X DISCS (INTERFACE DISCS) (too much to go through) X CABINETS (OPEN CABINETS) (too much to read) SE N X VIDEO SCREENS (INTERFACE VIDEO SCREENS) (doesn't work) N X CANNON SCAN IT X PANEL (Note that the current setting is amplitude=44; phase=77; white=223.) SCAN PANEL TURN ON SWITCH (Note that there is no power running to the panel.) X LEFT COLUMN X CENTER COLUMN X RIGHT COLUMN SCAN LEFT COLUMN SCAN CENTER COLUMN SCAN RIGHT COLUMN X LEFT LIGHT X CENTER LIGHT (Yeah, I know. It should be the "center light" and "right light." But, in version 2 of this game, it's listed as the "left light" and "center light." Maybe this will be fixed if there is ever a version 3.) SCAN LEFT LIGHT SCAN CENTER LIGHT (The lights are actually De Kuyper's singularities.) (There's more to do here, but we won't be able to do more till we get the power back on.) S S E N E X WIRES SCAN ARMORED (it is severed from the power source) SCAN AUXILIARY (t is connected to the power source, but isn't getting power) (We can't do more here now; we'll come back later. W S PUSH BUTTON (Wait for the elevator doors to open.) S INTERFACE PANEL "Floor 15" "Disconnect" (If necessary, wait for the doors to open) N ---------------- CANADA: FLOOR 15 ---------------- (There is another robot on this floor who wanders randomly. This time it's cloaked, and you can't shoot it while it's invisible, but you can use your shield or cloak to evade it until you defeat it (as long as you don't mind the drain to your console power). Or you can just keep running from it.) W N (Note the mirrors and pull-chain for the shower.) (GET SPONGE) (if you want; I never found a use for the sponge) W READ LAB NOTES X RACK (Note that it says "171.") GET TUBE LOOK IN TUBE SCAN LIQUID S S GET BRIDGE N E S X CHEMICALS GET KETRON GET GLYCERIN GET ACID GET CRONEL (RESEARCH CRONEL) (RESEARCH KETRON) N E N E (not much there) W W X DUCT X VALVE X FILTER (The time has come to kill the cloaked robot. This is hard, and may be unduly hard if you don't avail yourself of Julia's hints.) OPEN FILTER TURN OFF VALVE PUT GLYCERIN IN TUBE PUT TUBE IN DUCT (Now wander around until you find the cloaked robot, and then lead the robot into the environmental suite.) PUT KETRON IN DUCT (The whole floor should now be filled with smoke. The robot will now be visible sometimes, when it cuts a trail through the smoke.) E (SHOOT ROBOT WITH DISRUPTER) (Doesn't work.) (JULIA, HINT) (Apparently, this is how you're supposed to get the idea that actually lets you kill the robot.) S W N (emergency shower) SAVE (Just in case.) SET DISRUPTER TO OVERLOAD DROP DISRUPTER W (you should hear an explosion) E (you should see the destroyed robot) (SEARCH REMAINS) PULL CHAIN SEARCH REMAINS (you've now got the gravity lens) S E PUSH BUTTON (Wait for the elevator doors to open.) S INTERFACE PANEL "Floor 20" "Disconnect" (If necessary, wait for the doors to open) N ---------------- CANADA: FLOOR 20 ---------------- N (TURN ON SCREEN) (doesn't work) (INTERFACE IT) (doesn't work) (X CABINET) (UNLOCK IT) (OPEN IT) (LOOK IN IT) S W X DESK (TURN ON SCREEN) (doesn't work) (INTERFACE IT) (doesn't work) S (TURN ON SCREEN) (doesn't work) (INTERFACE SCREEN) (lots of background info here) N N READ RED FOLDER (11/11 report) S W READ BLUE FOLDER (11/10 report) (UNLOCK CABINET) (OPEN IT) (X BOTTLES) X SCULPTURE X DESK E E PUSH BUTTON (If necessary, wait for the elevator doors to open.) S INTERFACE PANEL "Floor 8" "Disconnect" (wait for the doors to open) N --------------- CANADA: FLOOR 8 --------------- W W N (Having found no way to enter this room without damaging our console, we bite the bullet and plunge ahead. It really sucks that we're not allowed to drop our console, even to prevent damage to it. But oh well. We'll get a chance to fix it soon enough.) X DISTORTION X COIL SCAN COIL GET RED SHEET S X RED SHEET SCAN IT RESEARCH DURALON E E PUSH BUTTON (If necessary, wait for the elevator doors to open.) S INTERFACE PANEL "Floor 7" "Disconnect" (If necessary, wait for the doors to open) N --------------- CANADA: FLOOR 7 --------------- N E X METER SCAN METER PUT RED SHEET IN SLIT (The excessive power to the 8th floor should now be halted, thus allowing us to deal with that one breaker on the 3rd floor.) W S PUSH BUTTON (Wait for the elevator doors to open.) S INTERFACE PANEL "Floor 3" "Disconnect" (If necessary, wait for the doors to open) N --------------- CANADA: FLOOR 3 --------------- N E TURN OFF 8TH BREAKER TURN ON 13TH BREAKER W S PUSH BUTTON (If necessary, wait for the elevator doors to open.) S INTERFACE PANEL "Floor 13" "Disconnect" (Wait for the doors to open) N ---------------- CANADA: FLOOR 13 ---------------- N (X FERN) (as far as I know, this fern is a complete red herring) E X ARMORED X AUXILIARY SCAN ARMORED SCAN AUXILIARY ATTACH BRIDGE TO AUXILIARY ATTACH BRIDGE TO ARMORED PUT CONDITIONER ON ARMORED W S W N N SCAN PANEL X PANEL (Again, note that the initial setting is amplitude=44, frequency=77, phase=223.) TURN ON SWITCH (At long last, the panel should light up.) DOCUMENTS (Check out the 11/10 report, as well as the note from Bob to Mike, which you found on the 7th floor.) (If you put together the information in those two documents, you may be able to figure out what you're supposed to do here, and gain a few guesses about how to do it.) (If you synthesize the information in the 11/10 report and the note, you get these theoretical predictions about singularity values:) Sing1 Sing2 Sing3 ----- ----- ----- Amplitude 49 195 212 Frequency 60-80 70-90 off the charts Phase [*] [*] 74 [*] 180 degrees out of phase with each other. (Your time-traveling nemesis stabilized Singularity 1 and took it with him. And since he didn't change the dials afterward, the dials represent the correct values for stabilizing Singularity 1. That is, amplitude=44, freqency=77, phase=223.) (Putting all this information together, I predicted that Singularity 2 would have an amplitude of 190 to 195, a frequency of 70 to 90, and a phase of 43. This range does indeed hold the correct value.) (My first guess was amp=190, freq=87, phase=43. This was not correct. And unfortunately, when you are close but not quite right, the game gives you no hint of this. As far as I know, all you can do is use a lot of trial and error, or get the help of somebody who's solved the game before.) (The exact solution follows.) TURN CANNON (so that it points to the center column) SET BLUE TO 190 SET YELLOW TO 88 SET WHITE TO 43 PUSH BUTTON (You should now have stabilized the singularity.) GET STABILIZED SINGULARITY SCAN IT S S E PUSH BUTTON (If necessary, wait for the elevator doors to open.) S INTERFACE PANEL "Floor 15" "Disconnect" (If necessary, wait for the doors to open) N ---------------- CANADA: FLOOR 15 ---------------- W W S X TOOLS NOTE # (# = the number of the footnote that just came up. This is one of those unfortunate cases where mandatory information is given in a footnote.) PUT LENS ON TABLE PUT SINGULARITY ON TABLE (Be sure not to put your console on the table.) REPAIR CONSOLE ============================ COMMAND CENTER, 23RD CENTURY ============================ (And you're back in your office.) W SW N TALK TO JOXLEY ("History book") ("Suspects?") ("Goodbye") S (DOCUMENTS) (Read StreamDiver files if you want.) S TALK TO MICHIGAN "Singularity" "Goodbye" (Michigan has fitted the singularity into your console. He's also taken Julia, and as soon as he's fixed her, your console will be a portable, self-contained dive system.) (The next important event isn't triggered till you wander back to your office. So let's go there.) N NE E (Announcement: go back to temporal monitoring) W SW N (Joxley greets you. Your new mission is to go back and fix disruptions in three different periods of history. Apparently otherwise a "temporal distortion wave" will destroy history as you know it.) (This is also the point when Michigan comes to give you the new and improved Julia chip.) (You must dive now to one of three places. Let's choose France. "France" ==================== FRANCE, 14TH CENTURY ==================== (Part 3: The Chase starts here.) (Z.Z.Z.Z.Z) (Unless you've set Julia to silent, I think it's nice here to just wait till she's finished talking.) E S N E GET GRASS GET GRASS W N X SLAB SCAN SLAB TOUCH SLAB D W X CARVINGS SCAN CARVINGS X HORSE CARVING SCAN IT W W X HORSE STATUE SCAN IT OPEN IT LOOK IN IT N S E (SAVE) (N) (You die.) (UNDO) S (You are now trapped, but it's okay. You can cleverly escape in a moment.) X CORPSE SCAN CORPSE SEARCH CORPSE (You now have an ivory key.) X IVORY KEY SEARCH CORPSE (Yes, you have to search the corpse more than once. In fact, you may need to keep searching repeatedly until you have a piece of flint and a parchment.) X FLINT X PARCHMENT (Map of this compound has been added to your map chip.) (If you're using the interface, then the light in the upper left of your screen may have turned green already. If not, WAIT several times until it does. Or, if you're using the traditional interface, type STATUS, and if your temporal capacitor charge isn't at least 90%, WAIT until it is.) =========================== PACIFIC OCEAN, 21ST CENTURY =========================== DIVE "Pacific Ocean" (THE SUBMARINE) D S S X GENERATOR CONSOLE (TURN DIALS) SCAN GENERATOR CONSOLE INTERFACE IT (Using the menu, activate the main reactor and battery two. That is, activate as many power sources as possible.) (Disable the dive control; that is, make sure that it and all engines are disabled.) (Activate the main computer, weapons console, forward torpedo control, and sonar array.) (You should now have activated all the stuff you'll need activated on this sub.) (S) (closed hatch) (U) (closed hatch) N N N GET SHARPENING STEEL X IT N N N N N X BODY SCAN BODY X BRIEFCASE OPEN IT LOOK IN IT SCAN IT READ FOLDER (Get the folder if you want, but, again, you don't have to, because it's stored in your DataStore now.) (N) (closed hatch) S S S D N X CONTROL BOX (Note which torpedo tube doors are open.) INTERFACE IT NO (We can do irreparable damage later if need be.) (X TUBE 1) (X TUBE 2) (X TUBE 3) (X TUBE 4) (OPEN TUBE 2) (doesn't work) (OPEN TUBE 3) (doesn't work) (OPEN TUBE 1) (OPEN TUBE 4) (ENTER TUBE 1) (S) (ENTER TUBE 4) (S) (CLOSE TUBE 1) (CLOSE TUBE 4) X TORPEDO SCAN TORPEDO INTERFACE IT NO (U) (closed hatch) S U S S S U E X COMPUTER SCAN IT INTERFACE IT (Read through what the computer has to say, then disconnect.) (If you see anything you want to remember, then take notes on it, because the information does not go into your DataStore.) W N X CASE SCAN CASE LOOK IN CASE READ STIFF LEATHER FOLDER (Take the folder if you like, but all the information is now stored in your DataStore.) GET COMPOUND X IT SCAN IT X CONTROLS (Note that the four switches and buttons it refers to are fully implemented.) (X SWITCH 1) (X SWITCH 2) (X SWITCH 3) (X SWITCH 4) (X BUTTON 1) (X BUTTON 2) (X BUTTON 3) (X BUTTON 4) (INTERFACE CONTROLS) (doesn't work) (Just leave the controls for now; we'll come back to them.) N X SONAR CONTROLS INTERFACE CONTROLS (sonar image) JULIA, HINT (An especially useful hint.) N X METAL SCAN IT (badge) LOG IT GET IT (W) (closed hatch) N (closed hatch) JULIA, HINT (Another useful hint.) SAVE (Once or twice the game crashed when I tried to look at certain maps. Though this is unlikely to happen, save just to be sure.) MAPS (Click on the various rooms of the map of the SSN Lansing. Some areas are inaccessible and don't respond to being clicked. Other areas represent rooms you've visited, and will display their room name when being clicked. There should only be one area, far in the north of the ship, which says "Unknown" if you click on it.) (So, if you read those hints of Julia's, you know she suggests getting to the sonar array itself. You also know that there is this one area in the fore of the ship that we haven't been able to reach.) (Furthermore, we haven't messed with the torpedos much, and the torpedo bay is about as far forward as we've managed to get.) S S (In an actual game, you would now play around with the stuff both here and int the torpedo bay. Instead, here is a full solution.) X CONTROLS TURN ON SWITCH 1 (open tube 1 outer hatch) TURN ON SWITCH 2 (open tube 2 outer hatch, if it isn't already) TURN ON SWITCH 3 (open tube 3 outer hatch, if it isn't already) TURN ON SWITCH 4 (open tube 4 outer hatch) X CONTROLS S D N N N D N INTERFACE CONTROL BOX YES (to overload outer door relays) X CONTROL BOX S U S S S U N X CONTROLS TURN OFF SWITCH 1 (close tube 1 outer hatch) TURN OFF SWITCH 2 (close tube 2 outer hatch) TURN OFF SWITCH 3 (close tube 3 outer hatch) TURN OFF SWITCH 4 (close tube 4 outer hatch) X CONTROLS (The controls here now indicate that the doors are open, whereas in fact they're closed. This set of controls is now blind to any outer door changes that have happened since you overloaded the outer door relays down below.) S D N N N D N (You must load either tube 2 or tube 3 and then close the tube's inner door.) OPEN TUBE 2 INTERFACE TORPEDO YES (disable proximity fuse) GET IT PUT IT IN TUBE 2 CLOSE TUBE 2 (If you want, do the same with the other tubes too.) (OPEN TUBE 1) (INTERFACE TORPEDO) (YES) (disable proximity fuse) (GET IT) (PUT IT IN TUBE 1) (CLOSE TUBE 1) (OPEN TUBE 3) (INTERFACE TORPEDO) (YES) (disable proximity fuse) (GET IT) (PUT IT IN TUBE 3) (CLOSE TUBE 3) (OPEN TUBE 4) (INTERFACE TORPEDO) (YES) (disable proximity fuse) (GET IT) (PUT IT IN TUBE 4) (CLOSE TUBE 4) S U S S S U N X CONTROLS (The controls now indicate that Tube 2 is ready for firing. Same with the other tubes, if you did those too.) PUSH BUTTON 2 (PUSH BUTTON 1) (PUSH BUTTON 3) (PUSH BUTTON 4) S D N N N D N OPEN TUBE 2 (OPEN TUBE 1) (OPEN TUBE 3) (OPEN TUBE 4) ENTER TUBE 2 (You have created a new passageway here, leading east.) E X MISSILES SCAN MISSILES (U) (Another closed hatch. In spite of the message it gives, this seems to be a red herring. I don't think you can open it.) N X SONAR INTERFACE IT (Shows how the submarine met its demise.) SCAN IT LOG IT JULIA, HINT X SHIELD SCAN SHIELD LOG SHIELD (Our time-traveling nemesis apparently put a shield around this room in order to preserve the sonar information. This is a major alteration of history, and eventually we will have to stop it.) (We've done all we can for now on the submarine. Let's get out of here.) DIVE "Jovian Orbit" (Note: There are seven levels of the space station. In order from "lowest" to "highest," they are:) 1. VGLE 2. Docking Ring 3. Service Ring 4. Power Grid 5. Habitat Ring 6. Storage Ring 7. FGLE ========================================= SPACE STATION, 22ND CENTURY: DOCKING RING ========================================= (N) (passageway closed) (S) (passageway closed) U (S) (passageway closed) (E) (passageway closed) N D GET SUIT X IT X COUPLING (D) (no need to go into space) U U U --------------------------- SPACE STATION, SERVICE RING --------------------------- (N) (passageway closed) (E) (passageway closed) S N GET CYLINDER X IT ATTACH IT TO COUPLING (N) (passageway closed) (D) (passageway closed) S D X CONSOLES (INTERFACE CONSOLES) (no power) X TABLE (Your space station maps in your map chip have now been updated to reflect which areas of the ship are damaged and inaccessible.) U S D X DISPLAY X CONSOLES (INTERFACE CONSOLES) (no power) U S (D) (passageway closed) S (D) (passageway closed) (S) (passageway closed) N U U (we'll skip the power grid for now) U --------------------------- SPACE STATION: HABITAT RING --------------------------- (This is the part of the space station with the most rooms. I found it worthwhile to make a map here. If you don't do that, may wish to type MAPS frequently as you explore the level, to make sure you're exploring everywhere you need to. Or just follow this walkthrough.) (S) (passageway closed) W (SE) (passageway closed) (W) (passageway closed) NE (NW) (passageway closed) SE GET WATER BOTTLE (X SCREEN) (INTERFACE SCREEN) (doesn't work) NW NE N GET KEY CARD X IT X PISTOLS SCAN PISTOLS (I don't know why the pistols are here. You can't seem to do anything with them.) (In these rooms you can open the dresser, examine the bed, etc., but there is not much reward in doing so.) S S E (E) (passageway closed) SW (NW) (passageway closed) (SW) (passageway closed) (SE) (passageway closed) NE NW SW GET PLAID (X PAINTINGS) (X CERTIFICATE) NE NE (NE) (passageway closed) SE (S) (passageway closed) (The door to the southwest is a red herring; you can't get through it. As of version 2, it also contains a serious bug, though not a game-crasher, if you try to go through it.) NE X CLIPPING X CALENDAR SW NW NW (SW) (passageway closed) (NE) (passageway closed) W N X HOLOGRAPHS X DISPLAY CASE SCAN IT PUT COMPOUND ON CASE LOOK IN CASE X STATUES SCAN STATUES (LOG STATUES) (doesn't work) (GET STATUES) (doesn't work) X BATTLEFIELD SCAN IT (RESEARCH CRECY) X WINDMILL SCAN IT (You can get the windmill if you want, but it has no use that I'm aware of.) LOG IT S W (NW) (passageway closed) (SW) (passageway closed) SE X CHART GET BAR X IT (low-friction polymer) GET ALL (a black coil, a blue coil, and two green coils) (X BLACK COIL) (X BLUE COIL) (X GREEN COIL) NW E E SE SW SE W D --------------------------------------- SPACE STATION: POWER GRID, SERVICE RING --------------------------------------- S (S) (passageway closed) N N N W (W) (You need a suit to attempt that door. Luckily we have a suit with an air canister.) WEAR SUIT (W) (There's nothing you can do through that door.) E E E (N) (no need to go that way) (E) (no need to go that way) (S) (no need to go that way) (D) (no need to go that way) X BOX OPEN BOX X READER SLOT PUT KEY CARD IN READER SLOT (TURN DIAL) (doesn't work) PULL LEVER TURN DIAL G.G.G.G.G.G.G.G.G.G.G.G (until it says "environment suite") PULL LEVER W W S S D S S D (to environmental suite) X CONSOLES INTERFACE CONSOLES (Using the menu, pressurize FGLE 2 and Storage Pod 2. It shouldn't be necessary to pressurize the other place you could pressurize, VGLE 2.) U N U U N N E E PULL LEVER TURN DIAL (it should now say "communications suite") PULL LEVER W W S S D S D (to communications room) X CONSOLES INTERFACE CONSOLES (Read through all the menu options, including "outgoing messages" and "monitor transmissions.") X TABLE (VGLE 1 is the source of the anachronistic transmission.) U U D D ------------------------- SPACE STATION: VGLE, ETC. ------------------------- (S) (passageway closed) W (W) (passageway closed) E E (E) (need passcode) X PANEL (The fact that the display can only hold 5 digits is significant.) (This is where it helps if you keep it so the SCAN results are always on the left-hand side pane of the advanced interface.) SCAN PANEL (The graphic shows three fingerprints on the 3 key, plus one on the 1 and one on the 7. Therefore, begin guessing...) (TYPE 13337) (Wrong.) (TYPE 13373) (Wrong.) (TYPE 13733) (Wrong.) (TYPE 17333) (Wrong.) TYPE 31337 (Right.) E (The door won't open at first if you don't have the suit on. If you don't, type WEAR SUIT, then E) X SPRINGBOARD (You can take it if you want, but I never found any use for it.) X CONDITIONER LOOK IN IT W W N (N) (need passcode) X PANEL (Again, note that the display can only hold 5 digits.) (We can't scan this panel for a hint. But we do have enough information to make a passcode guess.) (You may recall from the outgoing messages that one of the people who used the labs, Dr. H. Edington, has a daughter named Ophelia, whom you can learn more about in one of the staterooms on the habitat level.) (And if you paid attention to the calendar and newspaper clipping in that stateroom, you can figure the exact date she was born.) (That could be a passcode, right?) (She was born on May 24, 2076.) TYPE 52476 N X TRANSMITTER SCAN IT (GET IT) (too big to carry) INTERFACE IT (doesn't work, but enables the following crucial hint from Julia) JULIA, HINT (Julia tells you that you'll have to destroy the transmitter. This is a sad case where the hint seems mandatory. I don't know of any way to learn that you must destroy this transmitter without getting the hint from Julia.) X POWER UNIT LOOK IN IT (2 black coils, 1 blue, and 1 red. If you consult the color code recognition chart you saw in one of the staterooms, you'll see that adds up to a value of 55.) (Furthermore, if you consult the outgoing messages, you'll learn that (1) the scientist set the power conditioners to 10% more than normal power, and (2) if the power goes beyond 50% over normal power, lab gear can get damaged.) (If the power conditioner's initial setting of 55 is 10% over normal, then normal must be 50. And if the damage threshold is at least 50% over normal, then the damage threshold must be at least 75.) (So we want to get the power conditioner to a value of above 75 -- say, 80 or so.) S X BLACK COIL (this is to avoid ambiguity; after this, "IT" will refer unambiguously to the black coil *that you are carrying*.) N PUT IT IN POWER UNIT GET RED COIL FROM POWER UNIT S X BLUE COIL (to avoid ambiguity again) N PUT IT IN POWER UNIT S DROP ALL COILS (you won't need them anymore) S U U U N N E (WEAR SUIT) (if you aren't already) E PULL LEVER TURN DIAL G.G.G.G.G.G.G (until it says "VGLE 1") PULL LEVER W W S S D D D N N SCAN TRANSMITTER (it's fried) S S U U U N N E E PULL LEVER TURN DIAL G.G.G.G.G.G.G (until it says "communications suite") PULL LEVER W W S S D S D (to communications room) X CONSOLES INTERFACE CONSOLES "Monitor transmissions" "Disconnect" (You destroyed that transmitter, but there is still a transmission originating here in this station.) X TABLE (the new transmission source is Storage Pod 2) U U U U U --------------------------------- SPACE STATION: STORAGE RING, ETC. --------------------------------- (E) (passageway closed) W (to storage pod) (X CRATES) (SEARCH CRATES) X DEVICE SCAN IT (JULIA, HINT) (INTERFACE DEVICE) (doesn't work) (LOG DEVICE) (doesn't work) X METAL BOX UNLOCK IT OPEN IT X PANEL (all bolts are enabled) (Pushing buttons 1-4 will toggle on/off various combinations of bolts. The safest way to find out what each button does is to push each button twice in a row.) PUSH BUTTON 1 PUSH BUTTON 1 PUSH BUTTON 2 PUSH BUTTON 2 PUSH BUTTON 3 (This might solve the puzzle. If not, continue...) PUSH BUTTON 3 PUSH BUTTON 4 PUSH BUTTON 4 (Once you work out what each button does, find a combination of buttons that will toggle the bolts so that they are all off.) (During my most recent playthrough, the solution to this puzzle was simply to press button 3. But I'm not sure that was the solution the first time I played. If this puzzle is randomized, you'll have to find the exact solution on your own.) (After you've disenabled all four bolts, the storage pod will still be connected to the station, but that's okay. You've done all you can here for now.) E D D N N E E PULL LEVER TURN DIAL G.G.G.G.G.G.G.G.G.G.G.G.G.G (until it says "environment suite") PULL LEVER W W S S D S S D (to environmental suite) INTERFACE CONSOLES "Storage Pods" "Storage Pod 2" YES (depressurize it) "Storage Pod 2" YES (pressurize it) (You've done what you had to do: you got rid of the transmitting device. Julia says that this has the disadvantage of eliminating the odds of rescue for any survivors; on the other hand, I saw no evidence of survivors.) "Back" "Disconnect" U N U U U U U ------------------- SPACE STATION: FGLE ------------------- (This is the only place we haven't yet explored.) (N) (passageway closed) (S) (passageway closed) (W) (passageway closed) X PANEL (The panel is a complete red herring. It isn't needed to get into FGLE 2; all you need for that is to pressurize FGLE 2.) E X SENSOR POD SCAN IT INTERFACE IT X RECORDER INTERFACE IT LOG IT (You can take the recorder, though I never found it necessary.) (And with that, we've done all we can here for now. Let's go back to France.) REMOVE SUIT DIVE "France" ====================================== FRANCE, 14TH CENTURY: THE FOUR STATUES ====================================== E N D W MOVE HORSE (A circular plate is revealed.) X PLATE UNLOCK PLATE WITH IVORY KEY (You can go north now.) N (W) (door can't be unlocked) (You can open the east door with the autokey, but I won't direct you to do so; I'd rather show you the more clever solution in a few moments.) X WEST STATUE SCAN IT (St. Piran) RESEARCH PIRAN X EAST STATUE SCAN IT (St. Heribert) RESEARCH HERIBERT N (W) (door can't be unlocked) (E) (door can't be unlocked) X WEST STATUE SCAN IT (St. Agatha) RESEARCH X EAST STATUE SCAN IT (St. Erasmus, a.k.a. St. Elmo) RESEARCH ERASMUS (Let's open these these doors next. Together, they symbolize a familiar quartet.) (Each of them have a dish but St. Erasmus/Elmo, and accordingly each must be "given" something before they will open the door they guard.) (St. Piran, St. Heribert, St. Agatha, and St. Erasmus/Elmo represent earth, water, fire, and air respectively.) S PUT STEEL IN PIRAN (west door opens) GET STEEL PUT WATER BOTTLE IN HERIBERT (east door opens) GET WATER BOTTLE N PUT GRASS IN AGATHA PUT STEEL IN AGATHA HIT STEEL WITH FLINT (Repeat this as many times as necessary until the grass is smoldering. It took me more than ten tries.) BLOW ON SMOLDERING GRASS (fire flares briefly; west door opens) GET SHARPENING STEEL BLOW ON ERASMUS (east door opens) (Now all four doors are open. But we still haven't explored that one exit off to the north.) N (Oof; you fall into pit.) X ROCK SCAN ROCK LOG ROCK (You are now trapped, but of course you can escape by diving. If your scanner isn't sufficiently charged up for a dive, then WAIT for it to become so.) DIVE (Let's just dive right back to France.) "France" E N D W N E (the "locked room") ------------------------ FRANCE: THE WATER PUZZLE ------------------------ X CHASM SCAN IT (JULIA, HINT) X CRANK (TURN CRANK) (doesn't work) (TURN CRANK) (still doesn't work) PUT LUBRICANT ON CRANK TURN CRANK LOOK (Note the 7 red valves and 8 blue valves. Examine them individually, if you want to.) (If we want as much water as possible to flow in the chasm, then it stands to reason that most of the valves should be open. So start by opening them all.) OPEN RED 1 OPEN RED 2 OPEN RED 3 OPEN RED 4 OPEN RED 5 OPEN RED 6 OPEN RED 7 OPEN BLUE 1 OPEN BLUE 2 OPEN BLUE 3 OPEN BLUE 4 OPEN BLUE 5 OPEN BLUE 6 OPEN BLUE 7 OPEN BLUE 8 (If you want, examine the valves now, in the hopes of getting some clue of what to do next.) (X RED 1) (X RED 2) (X RED 3) (X RED 4) (X RED 5) (X RED 6) (X RED 7) (X BLUE 1) (X BLUE 2) (X BLUE 3) (X BLUE 4) (X BLUE 5) (X BLUE 6) (X BLUE 7) (X BLUE 8) (I hope this is not a randomized puzzle. If it's not, then this solution should work for you:) CLOSE RED 6 (If that didn't work for you -- well, then, unfortunately, my best advice is to use trial and error. Frankly, I was never able to make head or tail of this puzzle. I solved it by getting help from my wife, who used trial and error.) E S X SWORD (GET IT) (Doesn't work. The sword is a red herring.) GET PYRAMID N W W N E ---------------------- FRANCE: THE AIR PUZZLE ---------------------- (Note that this room won't work until you've turned the crank in the "locked room" with the water puzzle.) (X LEFT BUCKET) (SCAN IT) (X RIGHT BUCKET) (SCAN IT) (X GONDOLA) (X MAST) ENTER GONDOLA PUT PLAID ON MAST X WIND (If it already says that winds are blowing from both east and west, then you can proceed immediately. If not, keep typing X WIND until winds blow both ways at once, then proceed.) EMPTY LEFT BUCKET (You're now over the windy chasm) GET PLAID (X WIND repeatedly until the wind is once again blowing in both directions.) PUT PLAID ON MAST (you're over the side chasm) GET PLAID OUT W GET CUBE X IT SCAN IT E ENTER GONDOLA (X WIND repeatedly until the wind is blowing from the east.) PUT PLAID ON MAST (If the wind doesn't change, it's probably safe to just WAIT one more turn. If the wind *does* change, GET PLAID, then X WIND until the wind is coming from the east before you PUT PLAID ON MAST again.) (Hopefully you are back at the long chasm now, holding the cube.) GET PLAID OUT W W ----------------------- FRANCE: THE FIRE PUZZLE ----------------------- (N) (the barrier blocks you) X BARRIER SCAN IT X AQUEDUCT SCAN IT X CHAIN X CHANNEL (Also note the six left vents and four right vents.) X FIRST LEFT VENT SCAN IT X SECOND RIGHT VENT SCAN IT (To go north, you must burn the wooden barrier. However, it's wet with water that keeps spraying it. And you can't stop the water.) (You already know how to start a fire. But before you do that, you'll have to soak the barrier in kerosene. Just the right amount of kerosene -- not too much.) (Also note the left vents and the right vents. The left vents control air flowing in, and the right vents control air flowing out.) (You need a balance of airflow. Not enough air going in or out, and you get either an insufficient fire or too much smoke. Too much air, and the fire goes out.) OPEN FIRST LEFT VENT OPEN SECOND LEFT VENT OPEN THIRD LEFT VENT OPEN FIRST RIGHT VENT OPEN SECOND RIGHT VENT PULL CHAIN (X AQUEDUCT) PUT GRASS IN CHANNEL PUT SHARPENING STEEL IN CHANNEL HIT IT WITH FLINT (Do this repeatedly until the grass starts smoldering.) BLOW ON SMOLDERING GRASS (You should have just destroyed the barrier and also activated some sort of fiery lighting system.) GET STEEL N GET OBELISK X IT SCAN IT S E S W ------------------------ FRANCE: THE EARTH PUZZLE ------------------------ X LEFT LEVER SCAN IT X RIGHT LEVER SCAN IT X MAGMA (this game really needs more scenery implemented) (Here I must thank Ryusui, without whom I would have been hard-pressed to solve this difficult puzzle on my own.) PULL LEFT LEVER PULL RIGHT LEVER NW PULL LEVER SE SW PULL RIGHT LEVER NW W W N X TAPESTRY SCAN IT (Take the tapestry if you want. We could have used the tapestry as a sail for the gondola, but it has no other use that I know of.) X STATUE SCAN IT (GET IT) (You can't; an alteration of history would result.) (Remember the space station, where there were all those clay statues, and the game said "You can't take take all the statues; you'll have to find a distinguishing feature of one of them"?) (Well, we can now create a distinguishing feature.) TAG STATUE (That's all we need to do in this room. The easiest way to get out of here, rather than re-navigating the magma, is to just dive away. In fact, let's dive to the space station, so we can pick up our tagged goods.) DIVE "Jovian Orbit" =========================== SPACE STATION, 22ND CENTURY =========================== U (docking ring hub) U U U (habitat ring hub) E NW NE NW W N X STATUES SCAN STATUES (you take the tagged statue) X STATUE SCAN IT (You want that metallic object. It's as important as the other three metallic objects you got from the other three areas in France.) (HIT STATUE WITH STEEL) (Doesn't work. Sigh.) (Okay, let's try a different tack.) S E SE SW SE W (habitat ring hub) D D D D (VGLE hub) E WEAR SUIT E DROP STATUE W SET CONTROL TO 0 SET CONTROL TO 1000 SET CONTROL TO 0 SET CONTROL TO 1000 SET CONTROL TO 0 SET CONTROL TO 1000 SET CONTROL TO 0 SET CONTROL TO 1000 SET CONTROL TO 100 E (The statue is now shattered.) X POTTERY GET SPHERE X IT SCAN IT W REMOVE SUIT (That should be the very last thing we need to do on the space station. We weren't quite done in France, so let's go there.) DIVE "France" ==================== FRANCE, 14TH CENTURY ==================== X PARCHMENT (Just in case you haven't looked at it already. This will add the Templar Stronghold map to your map chip.) SAVE (Due to a bug in version 2 of the game, looking at the maps can crash the game. So save first.) MAPS (and select the map of the Templar Stronghold) (Assuming the game didn't just crash, look at the interactive map of the templar stronghold and click on the various areas in it. You'll see that there is one area you haven't visited: the part in the northwest.) (That unvisited area joins up with two rooms you *have* visited: the "treasury" north of the kerosene room, and that one pit you fell into. Let's try visiting the nearer of those two places.) E N D W N N W N X TREASURES X CRATE (SEARCH IT) PUSH IT W N X TEXT (If your translate chip is de-activated, try typing TRANSLATE and reading it again, if you want.) X DEVICE SCAN DEVICE LOG DEVICE (This is a nuclear weapon stolen from the submarine SSN Lansing. It has been set to do a secondary explosion if moved.) (We need to deactivate this setting.) (If you look in your documents, you'll see the thermonuclear activation reference. This is the info from the "stiff leather folder" in the submarine control suite. It says that you can interact with this weapon by typing an 8-digit code consisting of a 5-digit security code, a 1-digit weapon ID number, and a 2-digit function code.) (That same reference, as you can see, also gives a very extensive listing of function codes.) (You'll also need to look at the "launch codes" document (from that small leather folder from that dead guy's briefcase in the submarine). It says there are two launch codes, depending on which type of weapon.) (Furthermore, you're going to need to guess the weapon ID number. When you interfaced with the submarine computer, did you note any information that might assist in making this guess?) (Finally, it is helpful, though not essential, to have noted some information you get when you examine the missiles in the submarine.) (The missile is #6.) (Therefore, according to what it says when you examine the missiles, it is Weapon Class B.) (Therefore, based on the launch codes, you should use the code 17015.) (Finally, the proper function code to deactivate the security setting is 19.) TYPE 17015619 YES GET DEVICE (Huzzah!) X PEDESTAL PUT CUBE ON PEDESTAL PUT OBELISK ON PEDESTAL PUT PYRAMID ON PEDESTAL PUT SPHERE ON PEDESTAL (A doorway opens.) E X CHEST SCAN IT (the Ark of the Covenant) OPEN ARK X TABLETS (the description here, again, depends on whether the translate chip is on) SCAN TABLETS X VASE SCAN VASE LOG VASE GET VASE X SEED SCAN SEED GET SEED (LOG SEED) (I don't know why that doesn't work; the seed was supposed to be artificially preserved.) X WOODEN ROD SCAN IT CLOSE ARK (You've done all you can here for now. Now that we have the weapon, there's one more thing we can do, and that's on the submarine.) DIVE "Pacific Ocean" =========================== PACIFIC OCEAN, 21ST CENTURY =========================== D N N N D N ENTER TUBE 2 E N (sonar sphere) (As we already established, your time-traveling nemesis set up a temporal shield around this sphere to preserve the information here. We need to get rid of that shield.) (And we now have a nuclear weapon, which, unlike the missiles just south of here, is small enough to be brought inside the sphere.) (Furthermore, the conceit is that if you set off a nuclear weapon within the sphere, the temporal shield will prevent damage to everything outside of it, even as it itself is destroyed.) (So our job here is to detonate the nuclear weapon. Forget everything you learned playing Trinity; violence is the answer to this one.) (If you read the thermonuclear reference, you can find any number of function codes that do the trick. For example, "50" detonates the weapon after 10 minutes.) TYPE 17015650 YES DROP WEAPON S (You can flee further south if you want, but the temporal shield is so effective that you don't have to.) Z.Z.Z.Z.Z.Z.Z.Z (until the detonation) Z (If you've done everything described here so far, then Julia should now say that she's picked up a new distortion in New Mexico in 1947.) (You will probably need to WAIT repeatedly until your console is charged up enough to dive. As soon as it is, proceed.) DIVE "New Mexico" (You land in 1947 in a secure New Mexico facility, where some people have been gassed. A man, apparently your nemesis, appears, takes some of your possessions, and shoots you unconscious.) ======================== NEW MEXICO, 20TH CENTURY ======================== (Part 4: Area 51 begins here.) (It turns out your nemesis doesn't really want to kill you, and apparently doesn't think it's in his interest to remove all your possessions either, although he did take some chips.) Z.Z.Z.Z.Z (wait until Julia is done talking) E E Z.Z.Z.Z (wait until Julia is done talking) (If you were listening to Julia, you now know her new theory. She says that aliens may have been interfering in Earth's history, and your nemesis may be trying to expose this alien interference to the people of Earth's past.) SEARCH JACKET (you now have a "Yale lock key") W S (W) (you now have no autokey with which to automatically unlock doors) UNLOCK DOOR WITH YALE KEY W GET AUTOKEY OPEN SAFE LOOK IN IT (it's empty) E E GET INTERFACE CHIP PUT IT IN CONSOLE X TABLE X SUBSTANCE SCAN IT W S (S) (You can't leave, and probably shouldn't try.) N N N E X BROKEN AUTOKEY SCAN IT (No need to pick up a broken autokey.) X SHIP SCAN IT X PANEL (OPEN IT) (you can't) UNLOCK PANEL WITH AUTOKEY (That is, the non-broken autokey. This doesn't work either, as you may have guessed.) INTERFACE PANEL YES (download program) (It doesn't work because you don't have enough free space. However, Julia offers to combine her chip with the crypto-chip, giving you a newly blank chip.) INTERFACE PANEL YES (download program) YES (use the blank chip) (Now it tells you that you can't get access until you input the operator's ID.) BADGUY10 (a wild guess) (Make some other guesses if you want.) 0 (cancel) (So the format is a TSC ID: 2 letters plus 2 or more digits.) (We've seen TSC IDs in this game, although it's been a while.) (Type DOCUMENTS, and look at the StreamDiver files that Joxley gave you.) (There are four possible candidates, with the following TSC IDs:) SD-JF-94 SD-OO-214 SD-SB-24 SD-VS-136 SD-ZE-445 (I never was able to figure out if you're supposed to guess the right agent. The only sure hint I know of is that we already saw the man, and he was indeed a man, so that rules out ZE-445.) (It seemed to me that SB-24's records screamed out that it was him, but no. SB-24 is a red herring.) (Using trial and error, you'll learn it's actually VS-136, Harlan Blake.) INTERFACE PANEL YES YES VS136 (Suddenly from my console comes the voice of Dante, an old aquaintance of Julia back when she was alive. This so-called Dante is an AI entity like Julia. He was stolen by your nemesis, and now you're "stealing him back," so to speak. Following your orders, he opens the ship.) U E E W S X PEDESTAL SCAN IT (INTERFACE PEDESTAL) (doesn't work) S N N (N) (locked) UNLOCK DOOR WITH AUTOKEY (doesn't work) UNLOCK DOOR WITH YALE KEY (doesn't work) S (SAVE) (if you so desire) (As far as I could tell, this is the only way to trigger the events that follow:) PUT VASE ON PEDESTAL (Blake, your nemesis, arrives, disrupter in hand. He forces you into an escape pod, which he locks. He also tosses you your capture chip, since he knows and expects that you'll take him back to the 23rd century, but only after he flies this alien spaceship into Washington DC.) GET CAPTURE CHIP PUT IT IN CONSOLE (CAPTURE) (I guess you need to be in the same room as your nemesis.) (SAVE) (Your time is limited here, so it's good to be careful.) X WEB X YELLOW BUTTON (PUSH IT) (The PC refuses. This would free you from your captor, but only at the unacceptable cost of forfeiting your mission.) X PANEL SCAN IT INTERFACE IT YES (To have a chance at unlocking the door, you must let Julia upload herself momentarily.) Z Z Z (Julia gets back in touch with you. She says that your nemesis, Blake, is trying to download her. She asks permission for her to allow herself to be downloaded. This could potentially be deadly for her, but she wants to do it so that she can override his dive chip and prevent him from doing more damage to history.) (You can say NO, but if you do, I don't think you can win the game. If anybody knows otherwise, I'd appreciate it if you'd let me know.) YES (allow Julia to sacrifice herself) (Julia goes some way towards breaking the lock, and tells you you'll have to interface with the panel before completing her work.) (She also says that if you need her assistance in dealing with Blake, just "say the word.") NOTE # (Where # is the number of the footnote just mentioned. *This is important.* It's another one of those sad cases where footnote information is not optional, but seemingly mandatory to win the game. As the footnote says, the syntax to get Julia's help is "JULIA, NOW.") INTERFACE PANEL (The panel says you must apply decryption filters 1 to 8 in such a way that the numbers add up to zero.) (I doubt you'll find it hard to come up with a valid answer. For example:) "Filter 1" "Filter 2" "Filter 4" "Filter 3" "Filter 5" "Filter 6" "Filter 8" "Filter 7" (The door unlocks.) (CAPTURE) (Oh well. It was worth a try.) W (SAVE) (CAPTURE) (Nope, he's too quick for that.) (UNDO) JULIA, NOW LOOK GET DIVE CHIP (X CONSOLE) (The only console visible is your own. It appears that when Blake disappeared, so did his console, including Julia.) (SAVE) (if you want) (Remember, you can't just run to the escape pod, because this alien vessel is on its way to Washington DC. You must stop it or abjectly fail your mission.) S S SCAN PEDESTAL SCAN VASE (the vase is emitting radiation that has unusual effects on metal) PUT SHARPENING STEEL IN VASE (or PUT YALE KEY IN VASE) (Congratulations. You've overloaded the engines. Hopefully this will prevent a huge corruption of history. Now let's get out of here!) PUT DIVE CHIP IN CONSOLE (DIVE) (doesn't work; too much temporal interference) N N E PUSH YELLOW BUTTON (The escape pod takes off, but at a slow enough speed that it will not escape the blast radius.) Z (Dante, your new AI sidekick, now says you may be far enough from the temporal interference that you can do a RECALL, though not a DIVE.) RECALL ========================================== COMMAND CENTER, 23RD CENTURY, A WEEK LATER ========================================== (Epilogue begins here.) (A week later, Joxley and you discuss the loss of Julia.) (Also, a postcard has arrived from the Cylinian woman you met during the prologue. Presumably, however, this only happens if you won her favor during the prologue.) NOTE # (Where # is the last footnote reference, right after Joxley said "you have the rest of your shift." It's another semi-important footnote, telling you about the GALLERY verb.) Z.Z.Z.Z.Z.Z.Z (Dante tells you about a number of good things that are happening now as a result of your efforts.) GET POSTCARD READ IT I X DATA CRYSTAL (That's interesting. Is the author setting himself up for a sequel here?) S NE (GALLERY) (If you want to check out the images and music.) (You can wander around if you want to, but there's not much else to do. Let's get out of here.) NW (You win!)