AUTHOR: George K. Ison
MEDITERRANEAN SEA: October 6, 1262 B.C.
Step onshore towards the windmill. Move forward again.
The Agent 3
suit arrives. Click it. Go forward six times to the water’s
edge.
Look down and pick up a rope. Turn around to the windmill and
enter the
opening. Get under the stairway and look up. Drag the rope
from
inventory and release it, highlighted, onto the end stair above you.
The stair crumbles behind.
Forward once up the stairs, look at the gears. Click Arthur’s
thought
for his opinion. Continue to the top, open the hatch, and enter
the top
room. Approach the ladder and face it. Look up at the roof
hatch.
Climb up to the roof. Look down at Agent 3's time code.
Zoom in on it
and Arthur records it. At the top of the screen, click Andes
Mountains
to time jump there.
ANDES MOUNTAINS: January 29, 524 A.D.
Inside the well, remove a rock from the drain. Pull the
lever. Climb
out of the well. Turn to the crank and take it. Go up the
path, turn
left at the fork and go up to the farm. Go left and take the
big
basket. Go down to the main path, turn left and go to the balloon
landing. Walk to the edge, turn left and go towards the balloon.
Turn
left and use your crank on the winch to lower the balloon.
Attach the basket to the balloon’s hanging rope. Zoom in
on the rope
hanging below and pull up the hook. Use it on the other balloon
and
pull it to you. Zoom in on the time code in that basket so that
Arthur
records it. At the top of the screen, click on Himalayan Mountains
to
time jump there.
HIMALAYAN MOUNTAINS: April 15, 1219 A.D.
Go down the slope and take the staff from the dead guard.
Take the
control wheel. Go up the slope and enter the gatehouse.
Go through the
hole in the far side and climb down the footbridge. Oops!
Just inside
the gatehouse, face the control mechanism. Put your control wheel
on
the small gear hub and extend the footbridge. Now climb down
the
footbridge.
Move to the destroyed building on the right and use your staff
on the
window. Enter and go to the blue Buddha. Use it’s head
to get to the
window ledge. Look down at another time code. Zoom in on
it to record
it. Watch a movie sequence.
MEDITERRANEAN SEA: October 5, 1262 B.C.
Open the trapdoor and go down into the windmill’s gear room.
Pick up
two gears and put them onto the gear assembly pegs. Pull the
lever
(five times I think) to rotate the spars until one without a sail is
at
the window. Climb out the window and pull the lever again.
You
automatically jump down to the wall. Walk along and jump onto
the
crane.
Move along the crane arm to the yardarm and jump onto it.
Go to the
mast, turn right and go down the mast to the barge. Take the
silk scarf
on the deck, step towards the front and get the gaff (hooked pole)
on
the left. Turn to the dock and jump across. Turn right
and find the
beggar who is speaking. Click him to capture his image, then
talk.
When he asks for money, say Sorry. When he asks about nasty weather,
say anything then return to the barge.
Change to the beggar guise, go forward to the captive Egyptian
captain
and capture his guise. Talk to him and ask for coins, which you
get,
and he asks if you want to say anything. Answer thanks, then
goodbye.
Go to the dock and to the ferry. Change to the barge captain’s
guise.
Capture the ferryman’s image. Talk to him, select jplot_sse,
then give
coin.
Go around the corner and capture the guard’s image. Talk
to him and
ask all that you can. Say goodbye to the guard and return to
the
ferry. Talk to Kashi and select Potter, then give coin.
Go around
corner to left. From outside the shop door, capture the potter’s
image,
then change to the guard’s guise. Enter and talk to the potter
about
everything. Turn right and go to the clay machine.
Turn the crank and get the clay from the basket on the floor.
Go out
to the walkway and go left to the oil shop. Change to captain
or
ferryman, then capture the woman’s image. Talk to the oil vendor
about
everything. Turn to the vases on the table and zoom in on the
imprint
of the biggest one. Press your lump of clay onto the seal.
Arthur says
a good place for gold is El Dorado. Exit the shop and time jump
to the
Andes Mountains.
ANDES MOUNTAINS: January 28, 524 A.D.
Turn right and go down the path to the well. A sleeping
boy is just to
the right of the well. Capture his image. Go back to the
intersection,
turn left and go up to the stables. Change to the boy’s guise.
Go
around behind, capture the farmer’s image then talk to him about
everything. Return to the intersection, turn left and go to the
balloon
landing area. Ride across to the mesa.
CENTRAL MESA. As the boy, climb the jplot_sse stairs and
enter. Zoom in
on the mural on the left wall. When your cursor is a ?, click
and
Arthur will interpret it. Repeat this on the one the scribe is
working
on. Approach the scribe, turn and click on the ventilator shaft
in the
floor. You see an image at the bottom. Capture the scribe’s
image then
ask him everything.
Turn left and get a gold leaf from the large basket. Exit
the jplot_sse
and time jump back to the Mediterranean area.
ATLANTIS: Potter’s Shop.
At the entrance, change to the woman, his sister, and enter.
Talk to
the potter and say that you will watch his pots. After he leaves,
go to
the kiln. Open it and step forward. Look down and place
the lump of
clay on the rotating platform. Place the gold leaf on the clay.
Turn
away, step forward, turn around and close the kiln. Rotate the
pegged
wheel, open the kiln and take out the gold medallion.
Turn around to the side table and take the pitcher and bowl.
Exit and
go around the dock to the oil shop. Approach the vat of oil and
use
your bowl on it. Return to the ferry and hire a ride back to
the
jplot_sse. Change to the pottery vendor or his sister.
Show the gold
medallion to the guard and get back on the ferry.
TEMPLE SHRINE. Go to the basin. Put your pitcher in
the basin to fill
it with Healing Water. Go around the right side to the end of
the
walkway and look down into the well. Use the gaff to close the
water
gate. Return to the ferry and ride to the windmill.
WINDMILL. Go up to the windmill entrance and change to the
Egyptian
captain. Just inside the door, go to the chest and open it for
a clue.
Go to the next room and talk to the windmill keeper. Use any
response
to his Nasty Weather statement. Arthur adds a special greeting
to your
list, Looks Like Nasty Weather! Return to the ferry as anyone
but the
beggar.
DOCK. Change to the beggar, get on the barge and talk to
the chained
captain. Say Nasty Weather, the captain says, It may even rain.
Arthur
adds this to your dialogue. Get back on the dock and change to
the
captain guise. Go talk to the beggar and say Sorry. He
says Nasty
Weather, so you should respond, It may even rain. Then ask about
everything. Return to the ferry and ride to the Windmill.
Change to
the captain guise, then enter the windmill.
Respond to the keeper’s weather remark with ‘It’s going to be
a long
winter.’ Ask about everything. Return to the ferry and
go back to the
dock. Return to where the beggar was and get his bowl.
Return to the
windmill.
WINDMILL. You have the lower section to yourself.
Near the door to
the handcrank, pick up the end of the rope and drag it left to the
fastener on the column. When the rope highlights, release it
and it
will fasten to the column. Turn the winch and the floor panel
will
raise up. Enter the secret passage and arrive at an inner chamber.
Change to the beggar. Climb up the rung ladder and go to the
mural.
Ask Arthur about it. Turn left and step forward once.
Turn right and ask Arthur about another mural. Turn left
and go to the
next room. Before talking, examine the mural and ask Arthur about
it.
Talk to Saros the guardian about everything. He gives you a sun
disc.
Get a closeup of the water clock. Turn the crank. Put your
sun disc on
the crank and turn it again. Hear that rumbling?
Turn left and go back to some stairs that lead up to where you
closed
the water gate. Open the water gate and a pyramid artifact is
suspended
in the water. Take it and an automatic movie starts. Afterwards,
choose the Himalayan Mountains.
HIMALAYAN MOUNTAINS: April 14, 1219 A.D.
Go to the Buddhist traveler lying on the snow. Capture
his image, turn
around and cross the narrow footbridge nearby. Click on the group
of
six colors and remember what Arthur says, ‘Om, Ma, Ni, Pad, Me, Hum.’
Click the inscription just to the right, ...the cause of all suffering
being IGNORANCE, etc. Turn right to the yaks, and turn left to
face the
Green Buddha statue. Click the writing on the statue base, ...shrine
of
the ANIMAL WORLD! Turn around and go towards the wall grate.
Continue
around the wall, up the stairs and enter the greenhouse.
GREENHOUSE. Capture the gardener’s image. Change to
the Buddhist
traveler and talk to the gardener about everything. He must have
a
cold, not much heat in the green house. After you say goodby,
enter the
tunnel vent to the right of the pond. Examine the tree roots.
Use your
pitcher of holy water on the bottom of the roots and they glow with
new
life.
Go up to the greenhouse and around the pond to the ladder and
climb.
Take the garden knife and the steam tunnel map. Take the fruit
from the
tree, climb down and go to the Yellow Buddha on the edge of the pond.
Click the statue base and Arthur translates it. Put your fruit
in the
statue’s bow and get a Yellow Sphere. Go back through the floor
grating.
STEAM TUNNELS. Go forward to the glowing area. Step
past it and turn
slightly left to see another tunnel. Enter it and arrive at an
intersection. Look at the ceiling to see a cross symbol.
Now, Arthur
constantly updates your position on the map. Drag your map up
to the
main part of the screen. The arrow is actually backwards from
the
direction you just came.
Continue forward in the tunnel and the ceiling will have a two
ring
symbol. Continue forward past another steam vent to another tunnel.
It’s intersection ceiling has a Shell symbol. Pull the lever
and go
through the new tunnel. Go past a steam vent to another intersection
and it’s ceiling will show a thick horizontal horn or hat. Continue
to
a ladder.
CAUTION: At the top is Kahn’s tent and you don’t have much time
to
react. Climb the ladder, turn left, get the sword, climb down
(or get
knocked down.) You must get the sword. Once you have it,
return to the
horn intersection and row the stone back. Turn around and go
back past
the steam vent to the shell intersection. Pull the lever and
enter the
left tunnel.
The next intersection ceiling should have interlocking diamonds.
Continue forward to a ceiling with two crossed horns. Pull the
lever,
enter the new tunnel and continue to an intersection ceiling with three
eyes. Continue to a skeleton mural. Notice the sculpting
tools. Click
the writing below the skeleton mural, ...Hell’s Realm... Click
the
writing just left of the Black Buddha. Take the butter boiler
(bow)
from the table.
Exit and go back through the three eyes intersection. At
the two horns
intersection, pull the lever. Turn around and go back to the
two
diamond area and on to the shell intersection. Pull the lever,
turn
around and use the map to find your way back to the green house.
Talk
to the gardener. Exit the greenhouse and go back to the narrow
footbridge and across to the gatehouse.
GATEHOUSE. Make sure you’re the Buddhist traveler, turn
left at the
tapestry and go upstairs. Capture the image of the warrior.
When he
asks if you want to cross, say Yes and ask everything. Give the
silk
scarf and ask any additional questions. Say bye, go downstairs
and
approach the bridge. It will extend, so go on across. Make
sure you’re
the Buddhist traveler. Enter the prayer hall.
PRAYER HALL. Approach the Blue Buddha statue. Click
your ? cursor on
it’s base to learn it’s the Human Realm shrine. Enter the small
alcove
to the right and capture the Lama’s image. Talk to him about
everything. Go back to the Blue Buddha and put the begging bowl
in it’s
open hand. Get the blue sphere. Exit the Prayer Hall, turn
left and go
down some narrow steps. Turn left and Arthur says the tent is
Mongolian. Turn slightly left and approach the Buddha statue.
RED BUDDHA. Click the writing on it’s base. Give it
the sword and
receive a red sphere. Change to the Lama and enter the tent.
If you had entered as the Gatehouse warrior, you would know where
he
got the shiner. Talk to the Khan about everything. Exit,
turn left and
enter the first jplot_sse doors.
TEMPLE ENTRY: White Buddha. Read the writing on it’s base.
Turn
around to the prayer wheels. Click your ? cursor on each to hear
Arthur
vocalize the sounds. The upper right one needs lubricating.
If you
didn’t get the oil in Atlantis, use the yak butter. Click the
finger on
the six for the following in order; Om, Ma, Ni, Pad, Me, Hum.
When it’s
correct, you get a white sphere from the White Buddha. Enter
the
jplot_sse.
TEMPLE: Wheel of life. Just inside the doors, turn right
and approach
the tapestry. Get a closeup and click each of the six sections.
Turn
around and go down the stairs to the floor and examine it. Go
around
and look at the White Buddha in the alcove. Exit the jplot_sse
and change
to the Kahn’s image. Go back to the Prayer Hall.
PRAYER HALL. Ask the Lama about the test, then about everything
else.
Ask about all the realms. After asking about the Animal realm,
the Lama
asks you, What is the source of all Misery? Of course you know
this as
‘Ignorance’ since you’ve read the writing near the colors at the yaks.
Answering ‘Ignorance’ gets you the crucial Book of Life. Say
bye, cross
the hall to the floor grate and enter the steam tunnels.
STEAM TUNNELS. Go to the first intersection (tree symbol),
continue to
the two horns area and roll the stone to the left. Go to the
three eyes
area and roll the stone to the opposite side. Continue to the
unicorn
horn (hat) area, the east steam area, the shell area, the middle steam
area, and to the two rings area. Roll the stone from right to
left.
Arthur should detect a definite change in temperature and say, ‘You
did
it, Gage!
The idea was to divert two steam areas to the skeleton mural.
Return
there and get the Black sphere from the melted Butter Buddha.
Exit to
the three eyes area and roll the stone to the east on the map.
Go
through the two horns area to the two diamonds. Pull the lever
and go
to the two rings area and throw that lever. Go through the Cross
area
to the west steam area.
Go slightly left and through the tunnel, pull the lever to the
grating
and exit towards the yaks.
GREEN BUDDHA. Put the Book of Knowledge in the slot at the
statue’s
base. Get the green sphere.
For a temporary diversion, and a bit of fun (or revenge), enter
the
gatehouse as the Kahn and confront the gatehouse keeper. Then,
downstairs as the Lama, approach the bridge and it will automatically
extend. Return to the jplot_sse where you solved the prayer wheels.
TEMPLE INTERIOR: Central pillar. Put the white sphere in
the statue’s
hand. Read the writing on each stairway on your way up, placing
the
similar color sphere at each statue. At the top, climb the golden
petals, of the open lotus, to the shrine. Examine the mural of
pyramids. Examine the mural of a lotus being transformed into
a
pyramid. Take the spinning lotus artifact.
Click the red lens between a mural’s eyebrows to see the Buddhist
traveler. Exit the jplot_sse, go to the main bridge, and ring
the bell.
On the other side, return to the Buddhist traveler just past the narrow
footbridge, and talk to him. He says that you should shed your
illusions. Give the lotus to him. He says you must become
your true
self. Change to the Chameleon suit and again give the lotus to
the
Buddhist. Automatic time warp with the second artifact.
EL DORADO: Temple Entrance.
As the farm boy, face away from the jplot_sse and turn right.
Go towards
the next large building. Try going up the stairs through the
narrow
stone walkway. A warrior says the Shaman can’t be disturbed.
Ask about
everything. Turn right and step once down the path. Turn
left and step
through the bushes. Cut the balloon’s rope with your knife.
Step through the opening in the wall and turn right. As
the boy, go on
up the steps to see the Shaman. A guard stops you, so talk to
him. The
Shaman appears and asks if you want to hear a story. Capture
the
Shaman’s image, then ask all the questions. Now to find out about
that
talisman. Go back to the balloon landing and float across to
the farm
area.
FARM. Change to the Shaman and go down to the well.
Talk to the boy
about everything, and tell him your talisman is broken, to get his.
At
the balloon landing, ride back across to the central mesa. Change
back
to the boy, go up to the Shaman area and turn left. Go up the
narrow
stairs to an open area and a large balloon. Get in the basket
and
strike the flint with your flint talisman to high up in the air.
Zoom in on the lines out on the plains for a closer look.
Zoom in on
the Temple to see four faces arranged around the arrow shaped opening
and draw rough pictures of the faces around an arrow shape on paper.
Zoom in on the area next to the jplot_sse. Turn around and turn
off the
nozzle to drift back down. Exit the balloon and follow around
the
jplot_sse to the overgrown path on the opposite side.
Turn around and go through the bushes to the pool.
REFLECTING POOL. Zoom in on the pedestal for a closeup of
the
triangular opening. Put your flint talisman there and the pool
will
drain. Go down the steps. There are four sets of six stone
heads, two
sets on either side. Turn to either side and click the particular
head
according to the drawing you made of the jplot_sse top, from the balloon.
Continue on around till you’ve clicked the correct head in each of
the
four groups. A secret entrance in the stairs will appear.
Go down the secret entrance and your way will be blocked by fire.
Exit
back up the pool steps and pick up your talisman. The pool fills
and
puts out the fire. Go back through the secret entrance to an
artifact
room. Approach the pedestal. Remember you saw it from the
top of the
air vent in the upper jplot_sse where you got the gold leaf.
Click each
wall etching for Arthur’s translation.
Click on the tongue of the serpent, on the pedestal, and get the
artifact. Automatically time jump back to TSA Headquarters.
ARTIFACT PUZZLE.
The image on the table is a combination of the projected images
from
the three artifact faces. Arthur explains how the puzzle works:
If any
two images overlap, the overlapping parts cancel. If the third
face
projects the same part, the image appears again.
There’s two ways to spin each artifact; rotate around on it’s
base to
show a different image, or rotate the particular face to change the
position of the pattern. The three patterns have to combine so
that the
result is an exact image of the Symbol at the upper left of your
screen. When the total pattern is correct, the final sequence
automatically starts. Sit back and watch one heck of an ending.
AUTHOR: George K. Ison

