The Journeyman Project 2: Buried in Time - Walkthrough
by Michael Beemer

This walkthrough is Copyright (c) 1995 by Michael Beemer.  All rights reserved.  Information on points contributed
by Bubba Martin.


07/23/95 - original posting.

09/21/95 - revised description of space station to use intended controls for Biomass pressurization; minor additional
notes on use of filter lens; corrected spelling errors; added comments on known points in brackets [], running total
included with comments lists major evidence/minor evidence/puzzle points/research points. 
(i.e., [Beginning points.  0/0/0/0])
Notes on points contributed by Bubba Martin, and posted in BITPTS.TXT in the CompuServe GAMERS forum. I have
paraphrased Bubba's comments while inserting them into the narrative.  As I describe events in a different order
than Bubba, any errors on synchronizing point counts is mine.


"Buried in Time" (BIT) has several variations of play.  There is Adventure mode, which is the default and requires the
player to play through all aspects of the game himself.  There is an optional Walkthrough mode, which simplifies the
game by eliminating some puzzles (and the objects that would have solved them).  Walkthrough mode also provides
an additional hint or two at the beginning to get the player started.  In addition to these play modes, the player can
obtain a "helpmate" at one of the game locations that will furnish color commentary during play, and will provide
hints at a point penalty.  This walkthrough will be for Adventure mode, and will make the personality available to you
as soon as possible - I think it makes the game much more enjoyable.

There are three rules I use in adventure gaming:

The first rule of thumb is LOOK EVERYWHERE, EXAMINE EVERYTHING.  It seems tedious to look up and turn in all
directions, look down and turn in all directions, and then look forward and turn in all directions every time you take
a step, but you'll miss something sometime if you don't.  I got badly hung up two times by getting sloppy.  I'm going
to skip that in my descriptions, but you'll want to follow through when you play yourself - there are animations
scattered throughout the game, as well as historical insights and Easter eggs.  You'll want to see them.

Second rule - PICK UP EVERYTHING that isn't nailed down. You'll probably find a use for it later.  There were only
two items I didn't find a use for, and they may have been intended for that puzzle and points I missed.

Third rule - SAVE OFTEN, and KEEP MULTIPLE SAVE GAMES. There's nothing more frustrating than finding that you
are trapped somewhere, and you just wrote over the save game that had you safe only two steps before.  I have also
found that a couple of times, the game has ignored input or not finished an animation to present me with a critical
object. Saving and restoring the game seems to give it the kick it needs to jar things loose.

All movement instructions will be given as "Go XXX".  Directions will be given in initials for brevity: U D L R F A
 for Up Down Left Right Forward Away.  Away means click on a portion of the screen to 'put away' or 'move away'
from the object you're currently looking at.  I'll separate them with dashes for better readability.


You are Gage Blackwood, Agent 5 of the Temporal Security Agency.  It is 2318, and you have just solved the plot
against time shown in "The Journeyman Project", and been hailed as a hero.  As you get up one day, a ripple
appears and your future self, in a much-advanced time travel suit, tells you that you've been framed for tampering
with time.  He tells you that he's "hidden more information inside you."  Your future self transfers his suit to you,
and surrenders to capture by the TSA agent who pursued him.  Your suit automatically cloaks to hide you during
the capture, then jumps 10 years in the future to Gage's apartment.


Before you forget, pull up your Files biochip and review any information you haven't already read in the game
manual. Pay particular attention to the TSA agent profiles.  They're the only ones who could travel through time
to plant evidence against you - one of those pieces of trivia could be vital! [Three research points are awarded
for reading various files: 1) Jumpsuit, 2) Visard Dossier, 3) Visard Profile.  0/0/0/3]

You may also want to examine the descriptions of all of your bio-chips, so that you are familiar with what each
one can do for you.

Go F-L to place yourself in front of the china cabinet.  There are figurines based on "The Journeyman Project" on
one shelf, and one of them represents Agent 5.  Your future self said he had hidden information in yourself, so
move the cursor over it and click to examine it.  Note that the cursor changes to a magnifying glass when you
move it over an object you can examine.

The view zooms in to a closer look at the figure.  Move the cursor over it - it becomes a pointing hand to indicate
you can activate/interact with it.  Click, and the message left for you by yourself plays.  There are hints on how to
proceed, and why you've been targeted.

Move the cursor off the figure until it changes to an arrow wrapped over itself.  Click, and the view will pull back to
normal (This is 'Away').

Go R-F-F-F-F-R-D.  This places you in front of Gage's desk. Click the magnifying glass cursor on the desk to move
closer for a look.  There are several objects to examine.  Click on the papers on the left of the desk.  They will
pull up, and your view window will be filled with text.  In each case where you read papers, the cursor will change
shape to allow you to scroll through the document.  An eye with a down arrow scrolls down the page; an eye with
an up arrow scrolls back up. A book with a right arrow turns the page; a book with a left arrow turns the page back.
 A curled arrow puts the document away.

Read all of Gage's notes.  There are hints that forebode the problems you now face, and notes on problems Gage
encountered at a couple of time jumps.  There's also a broad hint or two about how to solve one of them.

After you put the papers down, click the magnifying glass on the object that looks like a drumhead (trampoline?)
on the right. It turns out that this is a future answering machine.  Click on the buttons on the left edge to play back
each of your messages.  The info seems to be all background noise, but you never know when it might come in
handy.  When you finish with the messages, use the curled arrow to back up to normal view.

Go U-R-F-L-F-F-L-D.  This places you in front of the door to the enviro-projector room.  The door shimmers and
disappears as you look down, and the forward arrow becomes available.

Go F-R-F-R-D.  This places you in front of a pair of seats, with a round object sitting in one of them.  Move the cursor
over it and it becomes a hand, indicating you can pick it up.  Click to pick up the remote control.  The hand closes
and the object takes on a more 3-D shape.  Drag the remote to the left side of your inventory window and release
the button to put it in your null-space pocket.  This is one of the items that I didn't find a use for; you might, and
besides, it was a good chance to show you how to pick up items.  You might get in the habit of clicking on the
magnifying glass in the middle of the inventory list to get a description of the object.  Click on the rotating view
of the object, the magnifying glass again, or one of the directional arrows to dismiss the item description and get
your viewscreen back.  Note that you can use the up and down arrows in the inventory list while in 'describe' mode
to scroll through the descriptions of the items in your inventory.

Go U-L-F-L-D.  This places you in front of the enviro-projector. Click on it to sit down in front of it, then click with the
magnifying glass to move in for a closer look.  You can drop an environment cartridge in the center section to view
it (if you had one).  The button on the left allows you to view pre-programmed backdrops.  The button on the right
pulls up the Interactive News Network (INN).  Review all the information in all four stories carefully.  Some of this is
vital as to what has been done and why.  Note the commercials in front of most of the stories.  Following the
principle of "pick it up if it isn't nailed down', write down the order codes for all products.  Some of them may come
in handy.  Note also that the INN stories have hypertext links in the text sections at the end of the story. Click on
highlighted words (just like Windows help files) to receive additional information on that topic.  I totally overlooked
this, and missed a vital piece of information needed later in the game.

View and read everything, then exit the news menu.  [There are four research points awarded for 1) Reading the
Agent 5 story to the end of the Jumpsuit entry, 2) Reading the Louvre story to the second "High Bidder" screen, 3
Reading all the hypertext entries in the Louvre story, 4) Reading all four sections of text for the Symbiotry
Technological Discussions story. 0/0/0/7]  Go F to stand up in front of the projector.  Go R-F-F-R.  Wait for the door
to shimmer away, then Go F-R-F-F-F-L-F to place yourself in front of the replicator panel for your kitchenette.  Here
you can order and receive the items you saw in the INN commercials.

Press the Power button, then the Menu button.  Skip the auto-chef, as it will never dispense anything for you.
Choose ShopNet, then enter one of the product codes you recorded from the commercials.  You can either use the
cursor and click on the number buttons on the side of the display, or just type them in from the keyboard.  Note that
you can only order one of any item at one time; also, you may only have one of any item in your inventory at one
time.  If you need more than one of an item, you'll have to use it up and come back to get another one.

Order the translator chip and the Cheese Girl.  Both are vital. If you want, you can order the music video sample on
environment cartridge, and then trudge it back to the projector to view it. I know of no other use for the cartridge.

Exit ShopNet and then touch Post Box.  You can obtain the items delivered to your postbox by clicking on the
appropriate menu items.  Each item is replicated separately, and you should pick them up to put them in you
inventory list.  [One puzzle point is awarded for learning to use the replicator.  0/0/1/7]

Check out the description of the Cheese Girl.  It produces a pressurized stream of cheese, and should not be used in
zero-G...  But Gage needed a propulsion source at the space station, and noted he had found a "cheesy solution".
 Bingo! This is what we need for that puzzle.

As the space station holds our erstwhile companion, and he spruces up the game quite a bit, let's go retrieve him
first! Pull up the Jump chip, select Jump Menu, and select Farnstein's Lab from the list (click the radio button to
highlight it).  You must read the mission briefing before the chip will let you jump, so click the Mission button and
review the information. Then get back to the jump menu and click Jump to leap through time to the station.


Just as Gage's notes described, your jump coordinates were wrong, and you are stranded in zero-G outside the
station.  Note that the suit automatically begins using your oxygen reserve.  You will receive warnings periodically
as the reserve dwindles.  If it gets too low, you can use your Jump chip's Recall function to jump back to the
apartment (or, you can hang around, run out of air, and die).

The Cheese Girl is your salvation here.  Drag the object out of the inventory window and drop it at the left edge of
the view window.  The pressurized cheese squirts out, and gives you enough momentum to send you spinning up
against one of the station's hatches.  This consumes the Cheese Girl; it automatically disappears from your inventory.
 (If you used the Cheese Girl near the center of the view window, the thrust will move you AWAY from the station.)
 [One puzzle point is awarded for using the Cheese Girl.  0/0/2/7]

The hatch you rammed into is sealed by globules of seal-foam. Go D-L to look down the open corridor.  Go F-F-F-F-F
to reach the "Capacitance Array" hatch.  Touch the hatch to open it.  Go F-F to reach the "Docking Bay" hatch.
Touch it; it will not open until the pressure is equalized - there must be some way to do that in here.  Go L-U to see
a view of the inside hull. There appears to be a darkened screen there.  Go F to get to it. Touch the screen to bring
up a diagram of the station.  Click the cursor on the sections to identify them, and note which are pressurized and
which are not.

Touch the section of the diagram representing the Capacitance Array, and the station will attempt to pressurize the
area.  An alarm sounds, and the computer announces that something is blocking the hatch to the "Habitat Wing".
Go A-U-R-F to return To the Docking Bay hatch, then Go R-R-F to return to the Habitat Wing hatch.  There is a metal
bar in the hatchway.  Pick it up to remove the obstruction.

Go R-R-F-L-U-F to return to the control screen.  Touch it again and touch the Capacitance Array portion of the diagram
to pressurize the room you are in.  You will now be allowed to enter the Docking Bay.

Go A-U-R-F to return to the Docking Bay hatch.  Touch it to open it.  Go F to enter the Docking Bay.

The gravity generators in the bay are out of whack, so you will have to take an indirect route to reach the passage
on the other side.  This is essentially a maze, and I think there are dead ends you can't escape from, so save your
game in case you flub the following pattern of steps.  Go R-F-R-F-L-F-L-L-L-F-R-R-F-L-F-R-F.  This gets you to the other
side and leaves you facing the "Sensors" hatch.  Touch the hatch to open.  Go F.

You are greeted by the ship's A.I., Arthur.  Go F when he invites you to.  He will introduce himself, and ask if you will
permit a detailed scan of your suit and records, as he can't talk to you directly.  Answer "Yes" by touching it on the

After the scan, Arthur will suggest that you take a copy of him with you - the original will die with the station, so
history will not be changed by this.  (That blank bio-chip came in handy pretty quickly, huh?)  Answer "Yes".

Go R-R to face the "A.I. Nexus" hatch.  The section is actually detached from the station, but overriding and blowing
the hatch will expel you to the other hatchway.  Go U, and examine the override panel.  Enter the code Arthur gives
you into the panel. When it opens, touch the handle to blow the hatch.  After your brief flight, touch the A.I. Nexus
hatch to open it.

Once inside, there is a short puzzle to solve.  Three red dots appear above three green ones.  These need to be
exchanged to open the cover to Arthur's core.  This is an old puzzle - you must play "leapfrog" with the dots b
touching them in the right pattern to arrange them.  A dot may only move into an empty hole, or jump over a single
dot of the opposite color to wind up in an empty hole.  If you flub the pattern, the puzzle will reset so you can start
over from scratch.

After you solve this, Dr. Farnstein's recording will play, and Arthur will transfer a copy of himself to your blank
bio-chip. You may now pull Arthur up like any other chip, and he has Help and Comment functions.  Arthur's
comments are frequently funny, and often very informative.  His Help function was less useful for me - each hint
costs 50 points, and often didn't tell me anything I hadn't already figured out for myself.  Arthur will also occasionally
offer color commentary without being prompted.  [One puzzle point is awarded for obtaining a copy of Arthur.

After the transfer, you are trapped in the A.I. Nexus.  There is nothing to do but jump out.  Contrary to Arthur's
preference, I recommend finishing with the station, as it is the simplest of the time zones.  You need to jump back
to where you first came in, but you'll have to go home to get another Cheese Girl first. Pull up the Jump chip and
hit the Recall button.

GAGE'S APARTMENT ("refuel"):

You should get in the habit of pulling up Arthur's biochip display as soon as you arrive somewhere.  He'll frequently
have helpful (or not helpful, but funny) comments for you.  To get from here to the kitchenette, Go F-F-F-F-L-F-L-F.
Get another Cheese Girl from ShopNet.  Pull up the Jump chip and prepare to jump back to Farnstein's Lab (read
ahead a little first).

FARNSTEIN'S LAB (completion):

You should be aware of a couple of things before jumping back:

1) When you revisit a time zone, you are returning to the exact    moment in time you originally
    arrived.  Therefore, everything    is reset to its original condition, except for items you previously
    removed.  Those remain in your inventory, and can    not be found in their original locations.
    Also, Arthur    remembers what he's already commented on, and does not offer    the same
    comments again.

2) You are now under the gun - your air reserve is limited, and    you do not have time to review
    the comments Arthur offers    through his comment button.  You really don't even have the time to
    listen to his extraneous comments.  Keep plowing    onward, or you'll run out of air.

    You might consider running through as much as you can to obtain the information Arthur offers,
    jumping back to the apartment just before you run out of air, and coming back to     finish the job.
    This walkthrough will just plow on through.)
Okay, push the Jump button and use the Cheese Girl again after you arrive.

Go R-D-F to reach the "Atmosphere Mining" hatch.  Touch the hatch.  It will not open at first, but Arthur will issue
an override, and the hatch will part to allow you to enter the elevator to the asteroid.  Go F, then touch the button
labeled with green text to ride the elevator to the tram inside the asteroid.

The elevator ride is pretty quick.  Go R-R-D to view the elevator hatch.  Touch it to open it.  Go F, then push the
up arrow on the tram controls to ride it into the center of the asteroid.

You may be running low on air, but luckily there is a rechargen station here.  You'll have to replenish its supply
before it can recharge you and pressurize the section of the station you are headed to.  Go R and examine the
control panel sticking up on the left side of the railing.  Touch "Run Mining Cycle" to extract ice chunks from the
asteroid.  After watching the process, Go L-D to turn back to the control panel and examine it again.  Touch
"Run O2 Extraction" to remove Oxygen from the ice, then Go A-R-R to face the recharge station.

Examine the recharge station and touch the nozzle on the right to replenish your suit's oxygen reserve.  Note tha
this station also has an H2O drain.

Go A-R-R-R to face the tram controls, then touch the up button again to take the tram to the elevator on the other
side of the asteroid.  Go R-R twice to face the elevator.  Note that there is an object of some kind on the wall inside
the elevator.  You need that later.

Go F to enter the elevator, and press the green-labeled button to ride it down to the other side of the station
On your way out, pick up the object; Go D-R.  Grab the object (an empty water container).  Go R to face the hatch
and touch it to open it.

Go F-F-L-U to face the atmosphere control panel outside the "Biomass" section.  Use the panel the same way you
did the one in the Capacitance Array, but this time, pressurize the Biomass area.

Go A-R-D-R-D to reach the Biomass hatch.  Touch it to open it and enter the area.  This area is now pressurized,
so your oxygen reserve is recharged and you can spend as much time here as you want.

Arthur points out the sculpture that was tampered with.  As it happens, that is the one you are currently facing.
Go F-F-F-L to examine it.  Your Evidence chip detects a temporal anomaly; pull up the chip and activate the
Locate function.  Move your cursor around the screen until it changes from a box to a cross - this indicates that
the chip has located the item it should record as evidence.  Click to record the evidence.

In this case, the evidence is not recorded, as the alteration cannot be detected until the sculpture is properly
triggered. Arthur notes that the sculpture will only respond to a specific harmonic resonance.  Is there anything
around to produce that? Go D, and examine the equipment attached to the left of the rack the sculpture is mounted
on - a harmonic resonator!  Press the green button to test the current frequency indicated on the display.  It will
return "Negative Response".  Move the cursor to the dial, and click when it changes to a right pointing arrow.  This
will rotate the dial and change the frequency. (This is rather sensitive; the arrow may change to a curly arrow when
you least expect it.)  Keep testing frequencies until you get a "Positive Response".  [There is one research point
awarded for discovering the proper frequency.  0/0/3/8]

Go A-U.  While your Evidence chip is selected, touch the sculpture again.  It will morph into a different form, and
the chip will recognize this as the temporal anomaly and automatically record it.  The game also notifies you that
you have located the source of the anomaly and can leave at any time.  This is true, but there is something else
you need to do to be prepared for another time zone, so don't jump out yet.

Press Review to look at the catalog of recorded evidence, and click on the thumbnail of the evidence to see the
commentary on what it is and why it is an anomaly.  [There are one major evidence point and 1 puzzle point
awarded for revealing the anomaly and recording it.  1/0/4/8]

You can explore the station to your heart's content from this point on (until you have to jump out for lack of air, of
course).  You can come back as many times as you want.  You shouldn't bother trying to visit Arthur again unless you
are curious - the copy of Arthur you are carrying with you will become increasingly nervous about the ramifications
of meeting himself, and will activate the Jump Recall for your own good before you can reach the Sensor bay.

Before you go, you need to return to the recharge station and fill the water container you found.  Assuming you are
still facing the sculpture, Go L-F-D-F.  Touch the hatch to open it and exit to the corridor.  Go L-F, touch the hatch,
Go F.  Touch the green button, Go R-R-D, touch the hatch.  Go F, touch the down button, then Go L-L-L when the
tram arrives at the center of the asteroid.

You are now facing the recharge station.  Examine it, then drag the water container to the blue valve.  Turn the
yellow valve to fill the container with water, then drag it back into your inventory.  You now have everything you
need from the station (unless you want to look around), so we'll jump out from here.

The next likely spot is Chateau Gaillard.  Some of the puzzles in the game require objects from other time periods,
so we'll have to backtrack a little.  The Chateau is as good a spot as any to continue.  Pull up the Jump chip, select
Chateau Gaillard, read the Mission Briefing, and hit the jump button.


As the paper in Gage's apartment noted, someone screwed up "royally" and gave you coordinates right in front of
someone! "Luckily" (for you anyway), the guard is immediately killed by an arrow, so time was not altered by his
seeing you.

Following your new habit, pull up Arthur's chip.  He has help to offer, but it isn't really useful and costs 50 points.
Ignore it, but watch for Arthur's comment button to light up as you look around.  Press it for interesting historical

Go F-D to examine the dead guard.  The second rule says, "If it isn't nailed down, pick it up", so drag the arrow in
his back into your inventory.  It'll come in handy later.

Go U-R-R-F-F-F-F-D-F to climb down the stairs to the first landing.  (There are other landings in this tower, but none
of them have any doors you can open.  Arthur's comments are interesting, and there is a guard at the bottom landing
with his back to you.  You can turn around and leave without rousing him, but if you accept Arthur's "help" comment,
the guard will overhear him and turn around and kill you... Some help! <g>)

Go U-L-F-R to face the door to the battlements inside the castle.  (The other door on this landing will not open.)
 Touch the door to open it and Go F.

Go R-F-F-L-F-R-D.  This will take you to the 'toilet' that some resourceful Frenchman used to break troops into the
castle. They left their grappling hook behind, so take it.  Go U-R-F-R-F-F-R.  This places you at back the corner of the
battlement where you came through the door.

Go F-F-F-F-L.  This puts you at the corner of the battlement. DON'T get impatient here - wait for a catapulted boulder
to come crashing through the wall.  If you step forward too quickly, it'll take YOU with it!  Go F-R-D-F to climb down
to the ground below.

Go R-F to reach the door of the Smithy.  Touch the door to open it, and Go F to go inside.  Go R-D to discover a
hammer in the corner.  Pick it up; we need this in another time zone.  We also need something from another time
zone to finish the Chateau, so to avoid further backtracking, we'll jump out from here.

Pull up the Jump chip and select "Da Vinci Studio".  Read the Mission Briefing and Jump to the site.


After you arrive, Go L-L-D, and touch the balcony key to unlock the door.  The key automatically goes into your
inventory.  Go U and touch the door to open it, then Go F.  You see a silhouette in the other tower, and your
Evidence chip automatically records that fact - there ISN'T supposed to be anyone else on the grounds at this time
of night!  [One minor evidence point is awarded for recording the silhouette.  1/1/4/8]

Go R-R, touch the door to open it, and Go F to return to the inside of the tower.  Go D to look at the gapping pit
at your feet - this is one of Da Vinci's elevator shafts, and the platform is at the bottom.  Do yourself a favor and
don't step into it, okay?

Go U-R-F-L-F.  This puts you in front of a panel with two levers and some Latin writing on it.  If you can't read Latin,
pull up your Translate chip and Activate it.  Move the cursor over the words to read the translation in the message
window.  These set the elevator to Lock/Unlock, and Up/Down.  Set the levers to Unlock and Up.  Go D and touch
the wheel to winch the elevator up to your level.

Go U-R-R-F-R-F-R-F-R-F.  This puts you in front of one of Da Vinci's uncompleted paintings, and the Evidence chip
detects an anomaly.  Go L-L-D to face the anomaly - a detailed smudge made in red paint (a footprint made after
stepping in a spill ,perhaps?)  Pull up the Evidence chip and select the Locate function.  Move the cursor over the
smudge and click to record the evidence.  [One minor evidence point is awarded for recording the footprint.  A
research point is awarded for pulling up the evidence chip and reviewing that entry.  1/2/4/9]

Go U-F-F-L-L to face the elevator.  Go F-D-R to enter it, look down at the turnstile, and position yourself to turn it.
Touch the wheel to crank the elevator down to ground level.  Go U-R to face the doorway (in this lighting, a
featureless black area in front of you).  Touch the door to open it, and Go F to enter the grounds.

Go F-R-F-F-R-D.  This places you near the gates to the grounds, and a coil of rope on the walkway.  This is needed
elsewhere, so pick it up.  The doors in front of you are locked, so don't bother with them.  You can follow the
walkway around to the other tower, but the door to it is also locked, so you will need to explore Da Vinci's workshop
for other means of climbing to the top of the tower.

Go U-R-F-F-R-F to reach the door of the workshop.  Touch to open it, and Go F to go inside and escape those
interminable crickets!  Go F-L-F-L-F-F-F-R to enter one of the nooks in the workshop and face part of a device
Da Vinci was developing. Pick up the 'wheel assembly' and then examine the diagram underneath it.  The translate
chip will decipher the writing for you, and give you an idea of how many pieces you need to collect.

Go A-D-L.  There are pegs on the floor; these are needed to hold the components of the device together, so pick
them up.  Go L and note the bench-like object in front of you.  This is the "jig", and will receive the pieces you
collect. Based on the diagram, the only other piece you need is a "gear assembly".

Go U-L-F-F-F-F-L-F-R-F-R.  This takes you to the other nook in the workshop, and in front of the gear assembly you
seek.  Pick it up.

Go R-F-L-F-R-F-F-F-F-L-D to return to the jig.  Drag the wheel assembly onto the jig.  Notice that you cannot drop the
assembly until it is correctly positioned at the front of the jig (the end with the shield built on).  Notice also that when
the piece is correctly positioned, its icon switches to tilt to the left - this is how the game lets you know you're in the
right spot with the right object.  Drag the gear assembly onto the jig.  Drag the pegs onto the jig.  Try to pick the
device up, and the game will tell you it is 'unstable'.  Drag the hammer onto the jig, and it will hammer the pegs
securely into place.  You may now pick up the "siege cycle" you have just assembled.  [A puzzle point is awarded
for assembling the cycle.  1/2/5/9]

Go U-L-F-F-L-F-F.  This puts you in front of a small desk and a small cabinet on the wall.  You can use your translate
chip to read the sign on the cabinet.  Then, Go D and examine the diagram on the desk.  You cannot translate the
text, but it appears the device you are finding pieces for will allow you to climb up a rope launched by a large
catapult.  You can probably use this to get up to the second tower...  [A research point is awarded for studying the
diagram.  1/2/5/10]

Go U-L-F-R-F-L-F to reach the door to the courtyard.  Touch the door and Go F to enter the courtyard, and be
greeted by those NOISY crickets again!  There is a lot to examine in the courtyard/testing grounds, but let's get
straight to the catapult we need.

Go R-F-L-F-R-R-F-F-L-F-L-F-R-R-D.  This puts you at the base of the catapult.  There is a handle here you should turn
to pivot the catapult so it is facing the tower.  Go U-L-F to mount the catapult and sit in front of the controls.  The
two dials control vertical and horizontal aiming.  Line the crosshairs up with the balcony on the tower (nine times
to the right and down twice) and pull the lever in the center to launch the grappling hook.  You will automatically
dismount the catapult and step over to the side after you successfully make contact with the hook.

Go L-F-L.  Drag the siege cycle and drop it on the wires - I notice that in this case, the icon does NOT tilt to indicate
it is in the right place. <Grrrr...> Touch the cycle to climb up into it.  Go F to pedal the cycle up to the tower and
climb off on to the balcony.  [A puzzle point is awarded for riding the cycle up.  1/2/6/10]

Go F-F-L to face the balcony door.  Go D and use the balcony key you took from the other tower to unlock the door.
Go U and touch the door to open it.  You see someone jumping out as you look inside.  You can hear something
bouncing off the floor - they must have dropped something when you startled them.  (Funny how they were just
startled when the door opened, and not when you were making all that noise with the grappling hook, cycle, and
key...)  Go F to enter the tower, and the Evidence chip detects an anomaly.

Go R-D, and pull up the Evidence chip.  Use the Locate function and move the cursor over what looks like a dropped
page of text. You actually find something else - an electronic camera filter! You CAN'T leave this behind to be found - 
pick it up.  Since it was obviously useful to your culprit, it might be useful to you. Click on the lens icon in your
inventory list to mount the lens on your camera.  [A minor evidence point is awarded for recording the presence of
the lens.  A research point is awarded for examining the lens description in your inventory list. 1/3/6/11]

Go U-F to reach a desk full of documents.  The Evidence chip detects another anomaly - better check for it.  Go R-D
to face the notebooks.  Examine them until you find one the Evidence chip recognizes as an anomaly and records it.
You'll find that your Translate chip cannot decipher Da Vinci's documents - it can read Latin, but is not equipped to
recognize the mirror Latin that he wrote in.

You'll also note that the altered document is the "Codex Atlanticus".  It has writing that can only be detected by the
lens filter, so it would never be detected by anyone not equipped to look for it.  So, why the alteration?  If you recall,
the "Codex Atlanticus" was one of four items auctioned for high price to a single bidder at the Louvre.  Could
someone be trying to smuggle information by concealing it in historic objects?  [A major evidence point and a puzzle
point are awarded for discovering the writing in the codex.  2/3/7/11]

The lens has served its purpose for the time being.  Click on its icon in your inventory list to deactivate it.  You may
note that you can only click on this item to activate and deactivate it; you cannot drag it from your inventory list to
drop it anywhere.  Perhaps it will become useful later...

Your Evidence chip told you that you had found the anomaly and could leave, but once again, you have to collect
an object that you'll need in another zone before you can go.  Go A-U-R-F-R-F-F-L.  This leaves you facing a cabinet.
Open it and look inside.  Take the preserved heart; you can also click on the floating eyeballs for a small bit of

Okay, NOW you're done here.  Pull up the Jump chip and select Chichen Itza from the menu.  Read the Mission
Briefing and Jump once more into the fray...

CHICHEN ITZA (medallion):

Go R-F-L-F to enter the temple.  Fire up your translator chip and read all the inscriptions at the top of the surrounding
walls.  Turn back to the dials on the back wall and examine them.  Using the translator chip to help you read them,
turn them to one of the ceremonial dates listed on the right wall. Go A-L-D, and pick up the ceramic bowl on the floor.
Go U-L-F-D to go outside and look at the lap of the statue.  Drag the bowl onto the statue, and begin your journey into
the underworld...[A puzzle point is awarded for gaining entrance into the underworld. 2/3/8/11]

We're only going to go in a little bit, until we collect something we need elsewhere.  While you're here, Go D and
collect the skull from the skeleton at your feet.  Then, Go U-F-D to look at the second skeleton.  It doesn't have a skull
to loot, but it does have a copper medallion by its hand.  Take it, and we have what we came for for the time being.
Pull up the Jump menu, and jump back to Chateau Gaillard.

CHATEAU GAILLARD (completion):

You jump back to the same instant you had before, and watch the guard take an arrow in the back again.  What
comedy!  Since you already have the arrow, you won't find it if you examine the guard.  We can skip some of the
areas already visited, so follow these steps to get back onto the castle grounds:

Go R-R-F-F-F-D-F to climb down the stairs.  Go U-L-F-R, touch door, Go F to exit the tower.  Go F-F-F-F-L, and wait
for the boulder to crash through the wall.  Go F-R-D-F to climb down.

I'm going to save you some backtracking by taking you directly to the Smithy again.  You'll find clues in another
tower that would cause you to have to jump back, visit the Smithy, get something there, and retrace a lot of your
steps.  Let's skip all that and get right to it.

Go R-F, and touch the door, Go F to enter the Smithy.  Go L-F-R-F-R-F to reach the forge.  Go D to examine the
forge and the items around it.  Arthur will provide commentary.  Say, one of the bricks to the right of the forge is
discolored, and you can touch it... a key mold lies underneath.  That might come in handy...  Arthur's comments
said the forge was only hot enough for bronze or copper... and we just picked up a copper medallion...

Drag the medallion to the pan in the forge.  Touch the wooden lever above the forge to pump the bellows and melt
the copper. Touch the melted copper to pour it into the mold.  Then, take they key you've just created.  Go
U-R-R-F-L-F-L-F-R to return to the Smithy's door.  [A puzzle point is awarded for creating the key.  2/3/9/11]

Touch the door to open it, Go F-F-F-R-F-L-F-R-F.  This puts you at the base of the moat, and your Evidence chip
detects a temporal anomaly.  Pull up the Evidence chip, then Go L-D.  The piece of evidence is rather obvious;
select the Locate function, drag the cursor over it, and click on it to record it.  [A minor evidence point is awarded
for recording the footprint.  A research point is awarded for reviewing the footprint's entry in the evidence bio-chip.

Go R.  Say, you can Go F to wade under the moat to the other side.  This puts you at the base of the King's tower.
Go U to see a window directly overhead.  That grappling hook is just the thing for this!  Save your game NOW in
case you have any difficulties in the near future.  Drag the hook to the window and watch yourself throw the hook
up.  You'll begin to climb up, but you are seen by the tower guards.  They'll chuck a boulder at you to dissuade you.

As soon as your direction arrow lights up, Go F to climb the rope.  You'll have some opposition, but you'll make it up.
(If you wait too long to start climbing, the guards will toss a COW down on you! <g>)  Once up top, the guards come
running in to catch you.  Your only chance is to pull up your Cloak bio-chip and Activate it before they get there.
[You will receive a puzzle point for climbing to the tower.  2/4/10/12]

After the guards have left to search for you, Deactivate your cloak.  Pull up Arthur again, just to have him handy.
Go F-R-F-D to reach the front of the cabinet.  Touch it to examine it, and you will discover a hidden panel with an
impression for a key.  The key is missing, but it looks like the one you just made... Lucky, eh? <g>  Go A-U-L-L-F-F
to get a closer look at the tapestry.  You can move your cursor over it, and there's *something* behind it you can
press.  Click to press it, and an elaborate set of levers of some kind are tripped.  Hope that did something useful...

Go R-R-F-L-F-F to reach the stairwell.  You can go up, but the door to the top of the tower is locked.  Go L-D-F to
climb down to the next landing.  Go U-L-F to reach the door to the study. Touch the door, then Go F to enter.

Go R-F-F-R-D to look in the fireplace.  Someone has tried to burn a letter there!  Pick it up before it's completely
burned up.  Click on the 'letter' icon in your inventory to read it. It is cryptic Old English, but your translator chip
can take care of that for you.  Pull up the chip and activate it, and it will translate each line as you move through
the document. Sooo... there are treasures hidden in a secret chamber, and the "doors of the besieged castle" are
mentioned.  The tapestry you poked at had an illustration of a besieged castle, and the mechanism you tripped
was behind the doors drawn on the tapestry.

Go U-R-F-F-F-D.  There are two journals you can read here, with the aid of your translator chip.  They tell the tale
of the besiegment of the Chateau.  They also reveal that the blacksmith was caught with duplicate molds of keys
used in the castle, and that the key to the hidden storage room was destroyed.  These are the clues that would send
you back to the Smithy to look for the mold and make the key we already took care of.

Go U-R-F-F-D.  This diagram of the castle shows a unlabeled (hidden?) chamber below the food cellar.

Go U.  You can wander around the room, but don't try opening the other door - it leads to the main keep, and there
is a guard there ready to do his duty and kill any intruders.  Go R-R-F-L-F to return to the door you came in.  Touch
it, Go F-F-L-D-F to walk down to the bottom of the tower.  Go U-L-F to reach the cellar door.

Touch it to open it, and once again you are on the heels of the culprit, who sees you and jumps out.  The Evidence
chip records the fact that there was another TSA agent where one did not belong.  [A minor evidence point is
awarded for recording the agent's presence.  2/5/10/12]

Go F-L-F-L-D to reach the chest the rogue agent was standing in front of.  Try your copper key, and it will unlock
the chest. The forward arrow lights up, so Go F to climb into the chest. The trigger you tripped in the tapestry
opened the false bottom, so you climb to the storage chamber underneath.  [A puzzle point is awarded for entering
the room through the chest.  2/5/11/12]

Go D-R.  There are artifacts all over the place.  At this particular spot, there is a chest you can touch to open.  There
are gold coins in there!  Hey, nobody'll know if you take a couple, will they?  It is against TSA regulations, but... the
second rule applies here, so take 'em!  Go U-R-R-F.  Your Evidence chip beeps an alert - Go R-D to look at a collection
of items.  The previous anomalies were in items bought at the Louvre auction - we ought to check out the sword in
the middle of that pile...  Pull up the Evidence chip, select Locate, and move the cursor over the sword.  Bingo!  The
diamond in the sword is much too precise for the current time period.  [A major evidence point and a puzzle point
are awarded for making this discovery.  3/5/12/12]

This is all we need here.  You might be a mensch and climb out of the chamber and close the chest behind you, so
the treasure is not discovered by the invaders, but you can jump out right now.

We've done everything but Chichen Itza, so there you jump...

CHICHEN ITZA (completion):

Let's quickly backtrack to where we got before.  Go R-F-L-F. Examine the dials - they should be identical to what you
set them to earlier, except the date has advanced.  Turn the date wheel up one notch.  Go A-L-D and pick up the
bowl again.   Go U-L-F-D and put the bowl in the statue's lap again.   Go F, and you have reached the second
skeleton you saw before.  It's new stuff from here on.

Go F-F-F-F to reach a fork in the path.  You might as well take the one on the right - Go R-F to reach the first temple.
Pull up your Translator chip and Activate it.  Examine the glyphs above the doorway to learn that this is the temple
of the War God.  The glyphs above the tiki face on the right say that an offering is expected.  Examine the tiki face
itself, and see that there is a mouth that objects can be inserted into.  What might please a war god?  Drag the
bloody arrow from the Chateau to the mouth and drop it.  The mouth "eats" it, and the door opens.

Save your game before entering so you don't get trapped if you run into problems inside.  Go F to enter.  The door
closes behind you.  You can open it and walk out, but then you'd have to come up with another offering to get back
in...  Look around - there are serpent heads in alcoves to either side, and a skeleton at your feet to the right.  That
skeleton has a skull, and it might come in handy, so take it.

Turn to the serpent on the left and click on it.  The jaws part, and the sound of rock grinding indicates that also did
something else.  Before the jaws close again, drag one of your skulls and drop it between them to hold them open.
Go R, and you can see that the serpent is holding the door in front of you open. There are spears plunging in and
out of the pathway, so it would be fatal to enter.  However, maybe the other serpent can help. Turn to it, click on it,
and drop the other skull into the jaws before they close.  Voila!

Things get much quieter as one set of spears shuts down. Another set is going further down the hall, so there is
probably another set of serpents to control them.  But, we're out of skulls!  Turn to the serpent on the left and touch
it to open the jaws.  Grab the skull, Go R-F before the jaws close again and the door shuts on you.  The timing is
tricky here, so act fast!

Note that a doorway beyond the second bank of spears closes at the same time as the one behind you.  You'll have
to find a way to stop the spears and open that second doorway.  Go F to the spears, and you will find another pair
of serpents.  This time, Go L and touch the serpent, then drop the skull into its jaws before they close.  This serpent
stops the spears - what blissful quiet!

Go R-F.  The doorway is closed, so look around for something to help you.  Some poor soul was impaled on the
spears who knows how long ago, and his skull was severed at the neck.  Take it and put it in the other serpent's
jaws.  This opens the doorway you came in, but not the one on the far side of the temple. Hmmm.  It looks like we
have to play "juggle the skulls".  Take the skull from the serpent that stopped the spears.  Walk back to the entry
way.  Place it between the jaws of the serpent that held the doors open.  Return to the second pair of serpents, and
take the skull from the one serpent and put it in the other. Voila!  All the spears are stopped, and all the doors are

Go R-F-F-F to reach the altar of the war god.  Go D, and take the obsidian block you find there.  Go U-R-R-F-F-F-F-F
to reach the door of the temple.  Touch the door to open it, then Go F-F to return to the fork in the path.  [A puzzle
point is awarded for obtaining the obsidian block.  3/5/13/12]

We may as well continue on to the next temple in line.  Go F-F to hop the pillars and stand in front of the temple of
the water god.  The translator will identify it for you, and you can make an offering from the water container you
filled at the space station.  The door will open.  Go F-F-F to reach the edge of a footbridge over a deep gorge.  The
entrance to the temple is on the other side, but it is off to the side. (???)

Go F-F to walk across to the far end of the bridge.  Arthur comments on the strange construction, and the trip across
demonstrates that the bridge is in separate sections, suspended from the top...  Weird.  Go R to take a look at the
temple entrance.  Seeing no way to get over to the temple, Go R-F to walk back across the bridge.  Wait, what's that
noise behind you?  Go R-R to see the sections of the bridge swinging wildly. Oh - the inscription said that one had
to "cross ... on the stepping stones of faith" to get to the temple...  Hope you're not afraid of heights!  Save your game
here in case you make a misstep and take a dive into the gorge below.

The view will begin turning to watch the section in front of you.  When it is synchronized enough for you to step onto
it, the forward arrow will light.  You still have to time it yourself to hop onto the platform instead of dropping to your
death in the gorge.  I recommend saving your game frequently during this trek.  A separate file is good for this, in
case you get yourself in an untenable position and have to start over from the beginning.

Once you reach the other side and your heart starts again, Go F-F to reach the altar of the water god.  Go D and take
the limestone block on his altar.  You can either turn around and retrace your steps over the "bridge of death" or
say "forget that noise!" and Jump back to your arrival site at Chichen Itza.  Either way, make your way back to the
fork in the path, and I'll pick up from there...  [A puzzle point is awarded for obtaining the limestone block.  3/5/14/12]

Okay, back at the fork.  Turn so that the war god is on your right, water god on your left, and unexplored path before
you. Go F to reach another fork in the path.  A temple stands directly ahead of you, but Go L to face the other one
from this fork, then Go F to stand in front of it.  The translator will identify this as the temple of the wealth god, and
the note that all who approach must "turn their backs to worldly possessions and lower their heads in humility".

Examine the tiki mouth and drop the gold coins from the Chateau into it.  It will close and the door will open.  Oddly
enough, the coins return to your inventory - I guess you didn't put ALL of them in, but what the wealth god doesn't
know won't hurt him, right?  Go F-F-F to reach the base of a rope bridge across the gorge.  A doorway with golden
walls lies on the other side of the bridge.

But wait!  If you follow the first rule and look everywhere at everything, and follow the clue to "turn your back to
worldly possessions and lower your head in humility", you will turn away from the golden doorway and look
downward.  The golden door is actually a deathtrap - the door will close, and will not open until you have rotted
into a skeleton.  Go R-D; notice how there is an extra anchor set into the stone?

Drop the coil of rope you found at Da Vinci's Studio on the anchor, and it will be tied off on it.  You may now Go F
to climb down the rope to the REAL temple, below you on the cliff face.  Go F-F to reach the altar of the wealth god.
Go D and take the jade block from the altar.  Go U-R-R-F-F to return to the mouth of the temple.  Go R-U-F to climb
back up to the base of the bridge.  Go F-F twice to reach the door to the temple. Touch it, Go F-F-L-F to reach the
door to the last temple - the temple of the god of death.  [A puzzle point is awarded for obtaining the jade block.

The Evidence chip detects an anomaly.  Go D.  Pull up the chip and select Locate, then click the cursor on the untidy
mess on the ground at the tiki's feet.  The chip records the evidence - glass fragments not from this period.  Go U,
and examine the mouth of the tiki.  It is much larger, and the inscription above it says to complete the pyramid - 
this requires the blocks you removed from the other three temples.  Drag each to the mouth, and when the third is
inserted, the door will open.  For some reason, the blocks are returned to your inventory.  [A minor evidence point
is awarded for recording the glass fragments. 3/6/15/12]

Go F-F-F-F-D to examine the sacrificial altar.  The Evidence chip detects another anomaly.  Pull it up and do the
Locate bit; you'll find the anomaly in the bloody pool on the left - synthetic blood!  The altar is awaiting a bloody
sacrifice - what do you have that might fit the bill?  How about the organ you took from Da Vinci?  Drop the heart
in the bloody bowl, and Voila! - the Toltec ceremonial coffer bought at the auction appears from the other bowl.
[A minor evidence point is awarded for recording the presence of the synthetic blood.  3/7/15/12]

The Evidence chip pipes up again, but checking the coffer reveals that the evidence cannot be recorded until it is
exposed.  You're going to have to open the coffer.  Save your game here!  If you recall the historical notes, the
coffer has poisoned needles that will kill anyone trying to open it without entering the proper combination on the
symbols on the face.

Turn on your Translate chip, and use it as you turn the symbols to form the combination.  If you recall, the inscriptions
inside the temple on the surface said that whoever touched the Holy Vessel would become...  Turn the symbols to
that phrase, then touch the right end of the coffer to open it.  The Evidence chip kicks in and records the anomaly
inside automatically.  You are told that you can leave, but collect that rather vital piece of evidence first.  Then use
the Jump chip Recall function to return to your apartment.  [A major evidence point and a puzzle point are awarded
for obtaining the environment cartridge. 4/7/16/12]

GAGE'S APARTMENT (review evidence):

You just retrieved an environment cartridge, and what better place to view it than the environment projector
in your home? Go R-R-F-R-D-F-R-F-F-L-D.  Touch the projector and examine it to move closer to it.  Drag the new
environmental cartridge to the center of the projector control, and cartridge automatically begins playing.

The playback halts immediately, with the message that the cartridge is designed to be viewed in the "Kliegman
radiation band".  Hmmmm.  The video is not in the visible spectrum; neither was the writing on the Da Vinci 
codex - perhaps the same lens that let you read the writing will let you watch the recording?  Click on the filter lens
icon in your inventory to re-activate it.  Play the cartridge in the projector again to view the video.  [A research point
is awarded for discovering the alien spectrum the cartridge is recorded in.  4/7/16/13]

The cartridge reveals the who and the what of the plot.  One of your fellow TSA agents was indeed smuggling
information out through the historical artifacts - information on how to build a time machine!  While you are viewing,
the culprit jumps in and zaps you, saying, "Sorry, Gage, I need that back."


When you wake up, you are completely immobilized, while the villain does the obligatory service of telling you
everything about the plot, including why YOU were framed, before mind-wiping you.  The villain's reasoning is
typically pudding-headed, including their actually believing their alien contact when told the information would
be shared with others! Yeah, RIGHT...  Arthur frantically tries to find a pathway out to stymie the villain, eventually
succeeding with the exception of a password you must supply.  Recall your files on this agent, and the one topic
that was mentioned repeatedly about them. Enter the correct password, and Arthur leaps through the net to short
out the villain's systems, causing a wild jump by their suit.  [A puzzle point is awarded for entering the correct
password.  4/7/17/13]

Unfortunately, Arthur sacrifices himself by this act, leaving you without companion or hint source for the remainder
of the game.  So long, Arthur, we knew ye well... <sniff!>

The power systems in the silo are completely shorted out, and you have no jump chip to leave, or to retrieve Arthur
again. Start poking around.  Go R-R-F-F-D.  A glowing blue object looks promising; pick it up.  It is a charged fusion
generator core. Go U-R-R-F-D.  This is an unpowered fusion generator.  Examine the left side of the device, and
press the eject button to remove the spent generator.  Drag the burned out core to your inventory, and drag the
charged core to the device.  Voila!  You have power again!

Go U-R-R-F-F-R-F to stand in front of the plasma tool.  Touch it to pull its control panel up.  Touch the up and down
arrows to scroll through the list of objects it is programmed to create - these were what the culprit used to gain
access to various artifacts.  One item is new, "transport code".  Touch "Run Program" to temporarily create the
transport code - write it down.  Repeat the process until you have the entire code recorded.

Go R to face the bulletin board.  There is a post-it note with a couple of... environmental factors (?) recorded on it.
Make a note of these.  There is a black rectangle in the center of the board that turns out to be an INN display screen.
Review the INN news stories for any new clues.  You will discover that the story on the Symbiotry Technology
Discussions has been altered; a new section has been added to the beginning, describing the withdrawal of one
of the alien ambassadors from the talks. Hmmm.  That might be suspicious.

Page back to the text section, and check the hypertext link for the race of the ambassador in question - the Krynn.
Their entry corresponds to the environmental data on the post-it note - substantiating your suspicions.  Note the three
digit "alien code" at the end of the report for future use.  Exit the news menu.  [A research point is awarded for
reading the post-it note.  Another is awarded for viewing the new material on the Krynn in the INN story. 4/7/17/15]

Go R-F-L-F-R-R to face the transporter device used by the culprit to transport the environment cartridge.  Save your
game here.  Touch the face of it to pull down its control screen. Enter the transport code you recorded from the
plasma tool; do NOT press the ENTER key when you are done.  The screen will reply that this is a diplomatic area,
and prompt you for an "alien code".  If you had pressed ENTER earlier, it would have accepted that as the entry for
the alien code.  Enter the code you got from the INN hypertext link.  The machine will open.  Go F to step inside
and be teleported to the alien's embassy.  [A puzzle point is awarded for successfully teleporting to the correct
location.  4/7/18/15]


If you arrive at the other end of the teleport, and are completely blind and paralyzed, restore your game to the
point I advised.  The Krynn environment has different light wavelengths humans cannot see, but the lens filter you
picked up in Da Vinci's Studios will allow you to see these wavelengths.  If you had left the filter on like I advised,
this would not be a problem, but just click on its icon again to re-attach it to your suit.  Then, repeat the transport
process to arrive in the embassy with full vision.

If you turn around within the transport pod you arrive in, you will hear a warbled noise - this is Krynn speech.  Pull
up your translate chip and turn back to that position - the message states that your transporter is set for organic and
inorganic matter.  Good thing too, as you couldn't survive here if you had arrived without your suit!

Go F to reach an alien console.  There are a few buttons here, but they do nothing useful for you.  Go F-R-R to face
the way you came.  A display edges into view from the ceiling; examine it.  The translator chip will report that the
readings indicate that the transporters to the left and right of the one you arrived in are set for inorganic matter only.
If you attempt to use either, your suit will be transported from around you, drowning you in the Krynn underwater

Go A-R-F-R-F to reach a junction in the corridor.  Save your game here.  If you turn to the left, a membrane will open
revealing a pair of aliens further down the hall.  You may enter that hallway, which will bring you face to face with
the aliens, and the game will essentially ignore all controls from that time on.  This is a bug; the game should
actually show you a "you've been captured" screen that amounts to getting killed as far as the game is concerned. 
Ignore the left passageway.

Go R, and another membrane will open to reveal another pair of aliens down the hall.  You cannot move at this
point, and if you do nothing for a while, the aliens will come down the hall and capture you.  Select your Cloak chip
and Activate it, and you will be undetected by the aliens.  They will come down the hall on their rounds, and the
wake of their movement will brush you aside without alerting them.

After the aliens pass, Deactivate your cloak.  You still can't move down the hall on your own power, but you can
touch the cluster of cabling at the base of the ring in front of you. This will trigger the alien corridor transit system,
and you will be pulled down the hall by peristaltic motion.  When you stop, repeat the action to be pulled into the
storage chamber at the other end of the corridor.

Go F to approach a spherical node on a series of supports. Touch it, and a membrane parts to reveal... something
inside...maybe an environment cartridge?  If so, this is one of the pieces of evidence you must retrieve to prove
your innocence and the plot to smuggle time travel information to the Krynn!  If you circle the storage frame, you
will discover all the objects inside various nodes.  The trick is to get them all out...  You have an explosive charge,
but that will only free one item. Perhaps there is one item that could be used to free the others? Place the charge
on the node containing the sword.  Once you have the sword, visit all the other nodes and use the sword to hack
your way through the sealing material.  Take ALL the items except for the Cheese Girl, and return to the mouth o
the corridor you came here through.

[A puzzle point is awarded for obtaining all the evidence.  Bubba Martin reports:

"A game bug in this final section can deprive you of one puzzle point.  To make sure you get all puzzle points,
use the following scheme when you first get to the Krynn's weird contraption:

1: Save your game.  A later death won't affect restoration here. 
2: Use the explosive on the sword chamber and get the sword.
3: Collect all other pieces and leave the chamber to the tunnel    midpoint before saving again.  You can safely
    restore here if needed.

Restoring a game that was saved -in the machine chamber- and after the sword and other objects have been
collected- will mess things up.  In the version reviewed, it was possible to see the sword still in its chamber by
saving right after collecting all objects, then immediately restoring."

Touch the cabling to move to the middle of the tubing, then touch it again to be carried through the end of the
corridor. You will be thrown against the membrane on the opposite side of the junction, and it will open.  This is
unavoidable.  You cannot move away, and cloaking does no good, as no one comes down the corridor to push you
out of the way with their wake. Once again, the sword will serve you in good measure.  Use it on the cabling in the
corridor ring to disrupt the transit mechanism and seal the corridor.

Go L-F-L.  Save your game here.  Go F to face the transporter pods.  As soon as you do, Ambassador Icarus arrives
through the organic/inorganic transporter.  He captures you, and explains why his race wants time travel, and why
you must die to achieve that end...  He places you in the inorganic transporter to the analysis room and pulls the
lever to transport your suit from around you.  You must act quickly, or drown without your suit.

Recall that one of the items you picked up is giving off low level radiation that interferes with transporter beams.
Pull the burnt out fusion generator core and drop it inside the teleporter pod.  It shorts out the pod and the reaction
pushes Icarus into the other inorganic pod.

Go F as soon as you are able.  This will place you in front of Icarus' transporter pod.  You have no movement
controls, and if you wait too long, Icarus will break out of the pod and capture you, ending your game.  Pull the
lever on his pod to do the same to him as he was going to to you - transport all inorganic material from his person.
This strips him of his waldos, so when he breaks free, all he can do is swim away.

There is nothing more for you to do here.  Go R-F to enter the organic/inorganic transporter pod.  Go R-R to face
the front of the pod.  Pull the lever on the left to trigger the pod, and you are sent elsewhere, where you present
your evidence and prove your innocence.  [A puzzle point is awarded for surviving to the end and escaping with
the evidence.  4/7/20/15]


The endgame sequence runs - everyone is happy!!  The future is safe!  There is no mention of Arthur, but I presume
someone went back to retrieve a copy of him before he perished for good.

I urge you to go through again and examine every location in this game.  It is very rich, and you will enjoy the

Hope that helped! Mpb.
GameBoomers Walkthroughs and Solutions