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Mystery Of Time And Space – Walkthrough (Jan Albartus/2007)

By Leon | January 5, 2008

Mystery Of Time And Space Walkthrough
Warning!

This page contains the complete solution or walk-through to this game. Reading this page can spoil the challenge to complete the game by yourself. Please consider this when reading on. The walk-through of this game given here might not be the optimal solution, it’s a solution. Just to prove that the game can be finished. If you want a section of the walk-through or just a hint, send us an email with the part where you’re stuck, we’ll send you the section of the page you’ll need.



Level 1:

Look at the keyhole. The key is on the other side. Take the POSTER from the wall. Look at your bed. Under the pillow is a KEY. Use the key on the left locker. There’s a box inside. Open the box to find a SCREWDRIVER. Use the screwdriver on the painting. That will leave the SCREW. Use the poster on the door to slide in under. Use the screw on the keyhole to push the key out. Take the poster back and there’s your KEY. Use this one on the door.

Level 2:

On top of the bookcase is a DISKETTEBOX. Take it and use the door on your left. Look at the Commodore flag and take a PIN. Use the pin on the diskettebox to reveal the DISKETTE. Zoom in on the computer and put the diskette in the diskdrive. Turn on the computer with the green button. This will show a [CODE]. Go to the room on your right. Use the [code] on the keypad. Open the door.

Level 3:

Go to the room on your right. You must release the mouse. All tiles on the floor can be rotated. We only need the second row. Numbered 1 to 4 from left to right: 1 three times, 2 once, 3 once and 8 three times. The wall right in front of you has three LOOSE TILES. Take them. Go to the room on your left. Use the bridge part at the right side of the bridge. This will raise the bridge. Use the tiles to insert them into the slots. The order is the same as they’re in the inventory. Pull the tiles out so a path is created. From left to right: tile 1 twice, tile 2 once and tile 3 twice. Use the diskettebox on the mousehole to catch the head. As soon as it appears, take the diskettebox. Use the diskettebox on the glass box with holes. Move the chair a little so you can reach the left part of the bridge to lower it. You can use the door.

Level 4:

Go one room to the left. Take a PIECE OF WOOD from the fireplace. Go two rooms to the right. Use the wood on the circle of the big machine. Push the green button. The wood’s on fire. Take the BURNING WOOD. Go two rooms to the left and use the log on the fireplace. Look at the security panel. Take the TRIANGLE from it. Go two rooms to the right and use the triangle on the big machine. Push the green button again and you have 4 small TRIANGLE PIECES. Note: You need to heat the fireplace first in order to stop the radiator from taking the power this machine needs to cut the triangle. The light in the room to the left must be switched off. Go two rooms to the left. Open the security panel. Put the triangular pieces in BUT LEAVE A KEYHOLE! This means the big triangle top left. The small triangle in the bottom. Fill the rectangle that’s left with the other two objects leaving a hole on the right side. Zoom out and open the door.

Level 5:

Move the big box in the corner. Move the cabinet to reveal a door. Open it. In the room next door is a keypad. The trick is to get the key that doesn’t belong in this sequence. There are 27 (!) keys: Numbered 1 to 12, from left to right, top to bottom:
1: – Key 6 (Doesn’t smile)
2: – Key 7 (Only consonant)
3: – Key 11 (No corners)
4: – Key 4 (Only odd)
5: – Key 6 (Odd number of spikes)
6: – Key 7 (Breaks line)
7: – Key 8 (Only letter with notch)
8: – Key 9 (Only with 4 lines)
9: – Key 4 or Key 10 (Only letter twice)
10: – Key 12 (Not round)
11: – Key 11 (Two curves)
12: – Key 6 (Should be yellow to follow pattern)
13: – Key 10 (Has 2 contact points)
14: – Key 1 (small line not facing up or down)
15: – Key 7 (not an acronym)
16: – Key 6 (colours are mirrored)
17: – Key 6 (cannot be found on dice)
18: – Key 9 (doesn’t fit in puzzle)
19: – Key 7 (colours are mirrored)
20: – Key 4 (shape is mirrored)
21: – Key 5 (slightly rotated)
22: – Key 11 (does not equal ten)
23: – Key 12 (2*1024 = 2048)
24: – Key 1 (Only with 90° angle)
25: – Key 11 (shape is mirrored)
26: – Key 6 (only single, straight line)
27: – Key 2 (only with 3 ones)
Zoom out and go to the room on the right. Move the cabinet back and the box, revealing the panel again. Open it and take the KEY. Move the box again and move the cabinet again to reveal the door again. Use the door and use the key on the door in front of you.

Level 6:

Move the Welcome mat. There’s a key. There was a key. Open the door on your right. Look in the cabinet to find a SCREWDRIVER. Go back to the room on the left. Use the screwdriver on the headlight to get the LIGHTBULB. Back to the room on the right. Look at the radio to get the BATTERIES. Open the curtain to see the flashlight. Repair it first. Use the batteries on the flashlight. Use the lightbulb on the flashlight. You can now take the FLASHLIGHT. Move the carpet. There are tiles. Try to push them all down. Numbered 1 to 4 from left to right, top to bottom, tile 1 will move 1, 2 and 4. Tile 2 will move 2, 3 and 4. Tile 3 will move 1, 3 and 4 and tile 4 will move 1 and 4. So pushing 3, 1 and 4 will do the trick! Use the firehose and go through the trap door. Use your flashlight to see where you’re going. Open the door on the left. Next to the cabinet is the KEY. Take it and go to the room on the right. Climb the hose again and go through the door on the left. Use the key on the front door.

Level 7:

Open the door on the left. Take the BLUE WHEEL from the painting. Go to the room on the right and use the blue wheel on the left tube. An elevator will be lowered. Use the elevator to go up. Open the door on the right. Look in the drawer. There’s a GREEN WHEEL. Use the door on the left and the elevator to go down. Use the green wheel on the right tube. Use the elevator to go up again. Go through the hole next to the drawer. Open the door on the right and climb the ladder. Take the PEN from the right drawer in the desk. Go down on the right. Take the PAPER from the desk. Climb the ladder and go down on the left. Open the door and climb the ladder. Open the door and use the elevator down. Through the door on the right. Use the paper on the letter. Use the pen on the letter to copy the authograph. Use the door on the right, the elevator to go up. The door on the right, the opening on the right to go down. Open the door on the right. Use the letter on the outbox. Wait for the transport rail to pass and take the RED WHEEL from the inbox. Open the door on the left, climb the ladder. Use the door on the left again and the elevator to go down. Use the red wheel on the middle tube. Use the elevator to go up. The door on your right, the opening to go down. The door on the right, the ladder to go up. Then the opening on the right to go down. Open the door on the right. Climb the ladder. Through the opening on the right. Look in the locker at the left. Take the FLOPPY DISK. Open the door on the right. Use the floppy disk on the diskdrive on the right. When the colour of the transporter is yellow turn the red and green wheel, when it’s cyaan, turn blue and green and when it’s purple, turn blue and red. The teleporter is now ready. Click on the panel and step in to the teleporter.

Level 8:

Take the SCREWDRIVER from the table. Look at the panel. Push the buttons to add up to the number shown on top followed by enter. Repeat this until the circle is green (10 times). Making an error will take you one step back. When finished, zoom out and push the panel again. Use the door on your right. Use the door on the far right. Push the painting to slide the wall. Use the screwdriver on the grating and climb through. Take the CLOCKWEIGHTS from the clock. Climb through the hole on the left. Use the door on the left and the door on the left once again. Then again the door on the left. Pull the string at the front side of the machine. Use the clockweights on the string. You can now take the CHESS PIECE. Use the door on the right three times and climb the hole to get to the room with the chequered floor. Use the chess piece on the pedestal. Now move the knight to the blinking square by moving two forward, one left or right. The possible spaces will be indicated by a blinking dot. You need to do this several times until the knight is in the fireplace. Then you can leave the room on the left. Use the door on the left again and notice that the red barrier is gone. Use the door on the lower right. Open door #1 and take the ALIEN SUIT. Open the air lock door and enter the air lock.

Level 9:

Open the cupboard on the lower left. Take the KEY. Go throught the door on the lower right. Use the key to open the cupboard and take the BIG TRIANGLE and FLOPPY DISK. Use the triangle on the right fuse to repair it. Exit the room on the left and go through the upper door on the right. Open the cupboard and take the KEY. Leave the room and use the key on the cupboard on the right side of the hallway. There’s a word scratched into it. Go back to the computer room. Put the floppy disk in the computer and reboot it with the button on the right. Enter the codeword QUEST followed by ENTER. You will now see the first level of MOTA. There are LETTERS. Write these down. Click on the door and you’re in level 2. More LETTERS. Make a word with the letters you’ve found. Reboot the computer and enter the word you’ve found. You can now exit the room on the right. Go forward to the room in front of you. In the cupboard near you is a KEY. Go through the door on the right. You see five doors. Use the one with a blank square over it. Does the room have a door? If yes, use the key and you’re out. If not, leave the room and use the door on the left twice. Push the square in the middle. You will see one line on the square. Back to the five doors. Take the second one with the corresponding sqare. Still no door? Then repeat this sequence until you find one to fit your key.

Level 10:

Use the door on the left. Open the cupboard and take the KEY and BALL. Leave through the door on the right. Go upstairs and use the key on the right locker. Take the SECURITY CARD. Down the stairs again and through the door on the left again. Use the security card on the green lower circle. This will bring the puzzle down. Zoom in on the puzzle. Apart from the outside ring (base), it’s made of two circles: one inner (i) and one outer (o). Parts are numbered 1 to 4, from left to right. All parts must be moved to match the colour of the base ring. Inside is the number of moves but don’t pay attention.That will be on 22 when we’re finished: 4(o), 3(o), 3(i), 4(i), 2(i), 2(o), 4(o), 4(i), 2(i), 1(i), 1(o), 2(o), 2(i), 1(i), 1(o), 2(o), 2(i), 4(i), 4(o), 2(o), 2(i), 1(i). Zoom out of the puzzle and use the security card on the green button again. This will raise the puzzle. A circle is revealed. Push the cirlce and it will open. You can now take the KEY. Leave the room through the door on the right. The door in front of you will now open with the key.

Level 11:

Go three doors to the right. Open the cupboard to take the KEY and the SCREWDRIVER. Get the CHALK from the blackboard. Go three doors to the left again to use the key on the chest. Take the COIN out. Go one door to the right. Use the white ball on the table. Use the coin on the table to get the white ball back. Use the chalk on the cue-tip. Aim the cue to point to the right as far as possible. Then hit the white ball. The blue and red will sink. The balls took a KEY out of the table. Go two doors to the right and use the key to open the door in front of you.

Level 12:

Go throught the door on the right. You’ll be in front of a digi-wall. You must turn all cells green. Pushing one cell will make the adjacent ones lit as well. We’ll number rows from 1 to 11 top to bottom and columns from 1 to 12 from left to right. Here’s how to solve it: Start with the leftmost column (1) and push cells 2, 5, 8 and 11. The first column is now fully lit. Push in column 3 the cells next to the ones that are not lit in column 2. Do the same for column 4 when filling column 3 etc. There will be 4 cells left but the wall will slide backwards to reveal two doors.
Go to the second door on the left to look at the shelves. On the second left will be a LIGHTBULB. Go to the second door on the right. In the cupboard in the back you can find WIRECUTTERS. Push the one in front to slide it further towards you. There will be a door. Go through. Push the locker back to reveal an opening. You can’t use it yet. Move the carpet to get the wrinkle out. You can now move the chair over the carpet. Climb on the chair to get a KEY from the lamp. Put the lightbulb in the lamp and turn it on. It will reveal a [CODE]. Move the lamp up and down by clicking on it. Write the 8 digits down. Leave through the door on the left. Use the door on the left again and you’re at the green wall again. Go through the door on the right nearest of you.
Move the furniture to reveal a hole: table, box, wooden block, desk and bed. Go through the hole. Move the shelf on the left towards the laser so you can climb out again if you want to. First go through the door on the right and push the red button. The first laser beam will dissappear. Walk forward and through the door on the left. Use the screwdriver on the front panel of the machine to open it. Use the wire cutter to cut the green wire. The second laserwall will go out. Use the door on the right and step forward again. Enter through the door on the right. Use the key on the cupboard.
Take out the KEY and another SCREWDRIVER. Push the panel in the back, on the left side behind the machine. A ladder will become visible. Leave the room throught the door on the left and take two steps back. Then enter the room on the right again. Push the blue button. The last laser will go off but the first will go on. Exit on the left and climb through the hole by using the shelf. Use the door on the left then the one on the right near the green wall. To the right again and you’re in the room with the lamp. Go through the hole and through the door on the left. The beam is off now. Walk towards the vending machine and enter the room on the left. Push the [code] your saw earlier followed by the E. The red wall will go off and you can use the key to the door in front of you.

Level 13:

Go through the door on the left. You’re outside. Move the block from the front wheel of the carriage and it will roll back. Take the lid of the manhole to restore the power. Use the elevator. You are on level A. Push the B. Use your security card with the eye on the wall to remove a panel. A painting becomes visible. Read the text underneath. Note the [DIRECTION] and the [COLOUR]. Go to the right. There will be three more paintings. Do the same. This will result in four different directions with four colours. Back to the elevator. Push the C. In the room, push the back panel. A new one will appear with little squares. You can see a lighter grey line separating four big squares of 5 x 4 little squares. Push one of the little squares in the corner of a bigger square. If a series of squares will stay lit, push the one that’s next to the last one lit, in a counter-clockwise rotating spiral. Repeat this for the other three. When done, the panels will slide and a KEY is revealed. Go to the room on the right. Use the key on the cupboard and take a BUCKET out. Back to the elevator. Push D. From the shelves take the TAPE. Use the elevator again and go to A. Go through the door on the right. Push the middle bar on the machine to select the [colour] your found with north. Then push the button on the right. The machine will rotate and you must push the [colour] you found with east. Again the button on the right. Repeat this for south and west. When done, pull the red handle and the platform will lower to show a KEY.
Go outside by using the door on the left. Go further left where you can see a door and fire. Use the bucket on the rope and click on the bucket to lower it. Turn the wheel to bring the bucket back up again. Use the tape on the bucket and click on the wheel again to lower it and once more to raise it. Take the FILLED BUCKET. Use the bucket on the fire. Use the key to open the door.

Level 14:

Go through the door on the right. In the street walk straight through till the end of the street. There you can select the park. In the park, go to the mill. Take the AXE from the log. Use the axe on the piece of sandpaper lying there. Go back to the park and back to town. Go forward to the flood control. Use the axe on the sandpaper. Leave the flood control and go all the way back. Use the axe on the piece of sandpaper. Take the door on the left. Move the dumpster. Use the axe on the piece of sandpaper. Enter the room on the left. Use the axe on the piece of sandpaper. Twice to the right till you’re in the street again and walk forward back to the park and back to the mill. Use the axe on the rope. Back to the park, back to town and again to the flood control. The boat must go to the right and can only do that if the water to the right is lower. Use the buttons to move the water between the columns until the water is ‘flowing’ downwards. The boat will flow to the right. Leave the flood control and go to the park. Use the rope to get the SPADE from the passing boat. Back to town and all the way back. Use the spade on the jeans hanging on the line. There was a KEY in them. Go two doors to the left and read the [CODE] projected on the wall. Leave the rooms back to the street again. One step forward and use the key on the door on the left. Inside you can rotate the inner squares of 2×2 and the all should match the colour of the squares around it. There are 6 squares to rotate. The one can effect the other. First align the upper part by using the top ones. The do the middle one of the bottom, then the right, finally the left. The panel will rise and show a button. Push it. The clock will slide and a door is revealed on the left. Go through. Enter the [code] that was on the wall. Go through the door on the right and use the screwdriver on the back panel. You’re out.

Level 15:

Use the screwdriver to open the panel below the monitors. Then use the screwdriver again to repair the broken wire. Align the monitor views to be chronological from left to right: blue room (level 1), red room with clock (level 2), bridge (level 14), table and robot (finished). Open the door. Push the ball in the center. A portal comes down. Go through the portal.

Level 16:

Go through the door on the far right. Read the [note] and set the switches accordingly: 0 = up, 1 = down. Leave the room and go to the one on the right nearest to you. The computer will be on. Click on My Computer. Open the readme.txt file. There’s the [password] to reset the passwords. Copy the password (like you’re used to copy) and close the file. Click on the desktop images. This will change the desktop. Close all applications and read the [version] number of UNOX. Click on My Computer again and click on the padlock. In the password box enter the password from the readme.txt. Then click on login. Open Blender (the orange icon on the right side, under the Commodore-icon). Note the [version] number. Close the applications and go to My Computer again. Click on the padlock icon and fill all fields. Then click on login again. Now open the My Documents folder. Open the Saved Email Folder. Open the document. Scroll all the way down. If there isn’t a 6 digit code visible, press either Decode 1 or Decode 2 until there is. Note the [code]. Close the document and click on Start. Click on the Unlock The Door button. Enter the code just found. Click on Unlock the door. Leave the door on the left. In front of you the door will open.

Level 17:

Walk to the left. Set the vizer to the lower right part, to aim for the dome. Then push UP, UP, RIGHT, RIGHT, DOWN and the dome flies off. Click right next to the vizer, on the UFO where the dome was. You will get a MOTAS DEVICE. Click on the device. You will see three spheres. They will take you to different places. Click on the third. Pick up the SCREWDRIVER on the chair. Click on the UFO to get an IC BOARD. Click on sphere 2. Use the screwdriver on door #2. Pfew, that was close. At least you’ve got the IC BOARD. Click on sphere #1 and your back with the UFO. Use the IC board on the UFO. Use the second IC board on the UFO. Click on the UFO and it will fly off. There’s a note. This will give you a fourth sphere in the MOTAS DEVICE. Click the right most sphere.

Level 18:

Use the door on the right. Move the black box to reveal a note. Read it. Get the numbers in the end. Go to the room on the left. Enter the code by setting the digital dice to the right numbers. The panel will open. Put your MOTAS device on the empty spot. It floats. Switch all signs to the opposite side, exept for the two bottom ones pointing to the MOTAS. If correct it will float again. Pick up the MOTAS device again and click on it. You have two spheres now. Click on the right one. You’re back in level 9. Click on the alien and then on the UFO. He’ll go in ‘reverse’ leaving a note. Pick up the note to exit.

Level 19:

Go through the door on the left. Push the left little button (present) once, push the right button (past) once and then the green one. This will put you into the future. Walk all the way to the right to the tree. Take the SEED from the ground. Go three screens back to the left and push the left button followed by the green. One screen to the right is a big pot. Put the seed in. Go two screens to the right and take the ladder. Three screens to the left again and push left and right again followed by the green button. One screen to the right is a huge tree. Put the ladder against the tree and climb it. Go to the room on the right and read the books in the bookshelf. There will be a [code] mentioned. A screen to the left and down the tree. One screen to the left again. Push the left button, followed by the green and you’re in the present again. Go through the door on your left. There should be a door with red numbers next to it. Enter the [code] from the book. Your can go throught the door.

To be continued.

Game source: A copy of the game was found here on the internet.

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