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You’re in a dense fog on the moors.

The only way out is if you GO NORTH, then GO WEST and GO SOUTH. Now you can see a house north so GO NORTH. You can ring the bell but no one will answer so TAKE GLOVES and GO WEST to find a window.

WEAR GLOVES and SMASH WINDOW. You can now REMOVE GLOVES and DROP GLOVES. With an opening created, GO WINDOW into the house where you’ll find a painting and a drawer.

When you try to OPEN DRAWER you realize you need a key. LOOK PAINTING to make a key drop out so TAKE KEY. Now you can UNLOCK DRAWER and LOOK DRAWER. Inside you’ll find a crowbar an a pistol. TAKE CROWBAR and GO EAST to the door.

When you OPEN DOOR you’ll find this door is also locked and luckily you can UNLOCK DOOR with the same key.  When you GO DOOR you’ll enter a cellar to find a flashlight, a tape recorder and a strange machine.

PLAY TAPE to listen what’s on it. So there’s your assignment. Rescue him/her! TAKE FLASHLIGHT and ENTER MACHINE. Inside you’ll find indeed three sockets and two buttons. When you LOOK BUTTONS you’ll that they’re labeled: <for>ward and <rev>erse.  PUSH REV but DROP FLASHLIGHT and DROP KEY before you LEAVE MACHINE. Make sure you end up at the brig (it randoms between a swamp, a sphinx, the cellar, a grassy plain and the brig). If not, ENTER MACHINE, PUSH REV and LEAVE MACHINE again until you do.

GO EAST so you’ll reach the door by the deck house. Since you’re carrying a crowbar you can OPEN DOOR. Now that you’ve unlocked the door, GO DOOR and inside the deck house GO WEST into the pantry. TAKE BEEF and TAKE BISCUIT and GO EAST back to the door. From here GO SOUTH into the captain’s cabin.

There’s needle and thread and a log. LOOK LOG to find barely readable text. TAKE NEEDLE to take needle and thread with you and then GO NORTH back to the deck house. GO EAST into a cabin where you’ll find a chest. OPEN CHEST (again the crowbar helps) and TAKE HAMMER that’s in it.

GO WEST to leave the hut and GO UP to the door. GO WEST to reach the time machine again. ENTER MACHINE and time to get rid of some inventory. DROP CROWBAR and DROP BISCUITS. We’re not done on the ship yet so LEAVE MACHINE and GO NORTH to the foremast. TAKE ROPE and TAKE SAIL.

GO SOUTH to the brig and GO SOUTH again to the rigging. CLIMB RIGGING into the crows nest. There’s a pouch here and when you LOOK POUCH you can see a prism. TAKE PRISM and GO DOWN. Then GO NORTH back to the machine.

Get rid of some stuff so DROP HAMMER, then DROP SAIL and DROP THREAD. Now DROP ROPE and INSERT PRISM. Only two empty slots left. TAKE FLASHLIGHT and PUSH REV. Time to move to the next environment. 

LEAVE MACHINE and make sure you end up at the sphinx (it randoms between a swamp, a sphinx, the cellar, a grassy plain and the brig). If not, ENTER MACHINE, PUSH REV and LEAVE MACHINE again until you do.

Outside you’ll see a shovel and a protruding stone. TAKE SHOVEL and PUSH STONE. It will reveal a dark opening.  ENTER OPENING to shroud you in darkness with the wall closing behind you. LIGHT FLASHLIGHT and you’ll be able to see a rock. TAKE ROCK and GO SOUTH into a weapons room.

There’s a spear and a lever. When you PULL LEVER something’s happening but nothing substantial so JAM LEVER to let it stay in position. GO NORTH and GO NORTH again to a wall where you can now see an open door, thanks to the lever.

GO DOOR into a temple with a huge statue. CLIMB STATUE to find the second prism. TAKE PRISM and as soon as you do you start hearing something. GO DOWN to find a savage dog blocking your path. FEED DOG with the beef you were carrying and while the dog is busy, ENTER OPENING into the tunnel.

GO SOUTH back to the sphinx and ENTER MACHINE. Once inside, INSERT PRISM to fill the second slot. To save batteries, UNLIGHT FLASHLIGHT and DROP FLASHLIGHT since you don’t need it anymore and then TAKE ROPE, TAKE SAIL and TAKE NEEDLE. Also TAKE HAMMER and TAKE BISCUIT. Now PUSH REV. Time to move to the next environment. 

LEAVE MACHINE and make sure you end up at the swamp (it randoms between a swamp, a sphinx, the cellar, a grassy plain and the brig). If not, ENTER MACHINE, PUSH REV and LEAVE MACHINE again until you do.

GO NORTH (you don’t have much choice) and GO NORTH again. Now GO EAST to reach a lake with a brontosaurus.  You can wonder through the swamp, there are no real dangers elsewhere.  The brontosaurus is blocking a causeway so FEED BRONTOSAURUS (the biscuit) to make it leave so you can GO CAUSEWAY to reach a boat.  LOOK BOAT to see that it doesn’t have an engine so luckily you have a sail!

FIX BOAT to make it shipshape and seaworthy and ENTER BOAT to a tiny island. DIG on the island with your shovel to discover the last prism. TAKE PRISM and ENTER BOAT to return to the causeway on the other side.

GO WEST to the edge of the lake and GO WEST again into the swamp. GO SOUTH and GO SOUTH again through the swamp to return to the machine. ENTER MACHINE and INSERT PRISM into the last empty slot.

Now PUSH REV. Time to move to the next environment. Before you leave, TAKE CROWBAR and LEAVE MACHINE and make sure you end up at the grassy plain (it randoms between a swamp, a sphinx, the cellar, a grassy plain and the brig). If not, ENTER MACHINE, PUSH REV and LEAVE MACHINE again until you do.

Outside there’s a metal plate. LEVER PLATE (with the crowbar) to reveal a shaft. ENTER SHAFT to encounter a robot guard. You can still GO WEST to a generator and SMASH GENERATOR (with the hammer). Something happens and when you GO EAST you’ll see the guard out of action. You can now ENTER ARCHWAY to find Doctor Potter. TAKE DOCTOR to rescue him.

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

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