Moments Out of Time is a highly open-ended game. The point of
most walkthrus is to get you to the game's goal as quickly as
possible, without regard to what you may or may not see along the
way. In Moments Out of Time, what you see along the way *is* the
goal. As such, this guide will enumerate the things that are "along
the way" for you to see.

Moments Out of Time does not feature much in the way of "puzzles", at
least not in the traditional sense. It does, however, include what I
call "dependencies", conditions that must be met before some game
element is made available to you. For example, you must unlock a door
before you can go through it. This does not, in itself, constitute a
puzzle because going through the door is not necessary to continue
progress in the game. In Moments out of Time, it is up to the player
to decide which doors interest him.

Although the game manual is mainly aimed at those unfamiliar with
interactive fiction, this game contains several unusual paradigms. The
manual pages entitled "Moments out of Time Special Commands",
"Navigating Menus", and "The StreamDive Console" should be read by all
players. Additionally, the manual contains important information on the
compatability of this game with various interpreters. Please read
this information if you experience any difficulty with the game display.

The Introduction:
Necessary actions:
 Take the StreamDive Console, some chips, and one other piece of
  equipment from the equipment locker.
 Go east from the office to begin your mission (You will be asked for
  confirmation before leaving this section)
 In the core, just wait until your StreamDive begins
Recommended Actions:
 Read the mission description by examining the display
 Read the StreamDiver manual
Hazards:
 If you don't leave the office after the third warning, your mission
  will be cancelled, ending the game

Starting Equipment:
You will only be able to take five chips and one piece of other
equipment. This is *not* a "divine which tools will be important"
puzzle. Every piece of equipment has its uses, and most pieces of
equipment allow access to some game element not otherwise available.

However, if you do not take the Datastore, you will be unable to get
a satisfactory rating at the end of the game.

For your first playing, I recommend the following equipment:
DataStore
Scan chip
Shield chip
Interface chip
Cryptography chip
Autokey
For subsequent playings, try substituting other equipment. The Map
and Library chips will not directly influence what you are able to see.


Main game section:
From the StreamDiver Manual, you should know that your final
 evaluation is primarily dependent on the number of rooms you visit
 and documents you collect. The following lists show the location of
 every scored room and document

Room:                           Dependency (key):
First floor -
Laundry Room                    Wire key | autokey
Dining Room                     none
Behind the Stairs               none
Back Hall                       none
Powder Room                     Wire key | autokey
Pantry                          none
Kitchen                         none
Hall                            none
Living Room                     none
Living Room Closet              Brass Key (A) | autokey
Second Floor -
Master Bathroom                 knife key | autokey
Bathroom                        none
Closet                          Magnet | autokey
Girl's Bedroom                  deadbolt key | autokey
Bedroom Closet                  Brass Key (B) | autokey
Master Bedroom                  Wire key | autokey
West Hallway                    none
Upstairs Landing                none
East Hallway                    none
Boy's Bedroom                   Wire key | autokey
Sealed Room                     Large key | autokey
Nook                            none
Attic                           Sealed room | probe (via vents)
Lower Floor -
Spare Bedroom                   Wire key | autokey
Downstairs Bathroom             none
Office                          antique key | autokey
Downstairs Landing              none
Den                             none
Basement                        Negotiate fallen boxes, Exterior key | autokey
Shelter                         autokey

Documents:
Document:               Location:                       Dependency:
Mission Description     Prep Room, Datastore            none
StreamDiver manual      Prep Room, Datastore            none
Grocery Receipt         Kitchen (on the refrigerator)   none
Report Card             Kitchen (on the refrigerator)   none
Family Photograph       Dining room                     none
Kaldeki article         Powder room                     none
Recipe                  Kitchen (in the cabinet)        none
Letter to Julia         Hall (on the table)             none
Hall letter             Hall (in the bible
                               inside the drawer)      Encoded; use crypt chip
Shelter Literature      Living Room Closet (in the winter coat)
Account Worksheet       Office, in the computer         Interface chip
Electronic mailbox (1)  Office, in the computer         Interface chip
Code Fragment           Boy's bedroom, in the computer  Interface |
                                                        guess password
Electronic Mailbox (2)  Boy's bedroom, in the computer  Interface |
                                                        guess password
Current Events HW       Shelter, in the computer        Interface | password
Suicide note            Shelter, in the computer        Interface | password
Vent Letter             Upstairs vent shaft             Probe, crypt chip
Newspaper Article       Hall                            Only available from
                                                       785278.943 - 785278.946
Data Disc Message       Attic                           Interface
Letter (1)              Girl's room, in the dollhouse   crypt chip
Letter (2)              Girl's room, in the dollhouse   crypt chip
Code Book (old)         Girl's room, in the dollhouse   none
Code book (new)         Girl's room, behind the easel   none
Watercolor painting     Girl's room, on the easel       none
Diary (fake)            Bedroom Closet, under the boxes none
Photo of Julia          West Hallway                    none
Photo of Jim            East Hallway                    none
Memo                    Spare bedroom, on the memo pad  scan chip
Diary (real)            Downstairs Bathroom, in the toilet
                                                       tiny key | autokey
                                                       crypt chip,
                                                       new code book
LZ-50 video             Shelter, on Julia's body        Recharge with charger
                                                       then use interface

Visualizer recordings:
Location:                       Dependency:
Basement
Downstairs Landing
Upstairs Landing
Boy's Bedroom (1)               Read e-mails from Michael Pendragon
Boy's Bedroom (2)               Read fake diary entry for June 12
Master Bathroom
Upstairs Bathroom
Dining Room
Den
Girl's Bedroom
Bedroom Closet                  Find fake diary
Hallway, East end
Laundry Room


Other:
Object:                         Location:
Wire key                        Pantry, inside the lazy susan
Brass key (a)                   Laundry room, in the lint trap of the drier
Knife key                       Master bedroom, under the bed
Deadbolt key                    Den, in the couch
Magnet                          Nook, in the window seat
Brass key (b)                   Girl's Bedroom, in the dresser
Tiny Key                        Upstairs Bathroom, behind the toilet
Large key                       Hall, inside the bannister (remove the ball)
Little closet                   Behind the stairs, use steel key or autokey
Steel Key                       Back hallway, behind the painting
Antique key                     Master Bedroom, in the dresser
Exterior key                    Office, in the wastepaper basket
Password to Julia's Computer    Girl's Bedroom, on the dresser. Use scanner or
                               clean with furniture polish
Eye charger                     Girl's Bedroom
Large data recordings           Boy's bedroom computer, Julia's
                               computer. Use interface and blank chip


Medicine bottle        Upstairs bathroom, in the cabinet
Spam                   Pantry
Eye recharger          Girl's bedroom
Data Disc              Attic
RUR code               Inside the downstairs vent shaft

Pitfalls:
There are two opportunities to have the game prematurely end. The
first of these occurs at 785278.741, when an explosion will cause the
boxes in the basement to topple. If the player in in the basement, he
will be killed. If he is not present, the boxes will fall, blocking
the ways into the basement. The player must complete his examination
of both basement and survival shelter before this occurs.
Alternatively, if the player has the shield, he will survive the
falling boxes. Moreover, the shield will deflect the boxes as they
fall, leaving the basement open for the rest of the game.

The second pitfall occurs from 785278.942-785278.995. A thief will
enter the house and explore the lower floors. If the player and the
thief are in the same room at the same time, the game will end unless
the player is cloaked. If the player is using the probe, the game will
end if the looter comes upon *either* the probe itself, or the
player's body. The StreamDive Console will warn the player whenever
the thief approaches. To get the Newspaper Article document, the
player must read the newspaper left by the thief before he picks it up
again, the first time he is in the entry hall.

Endgame:
The endgame will automatically begin when time expires. This normally
occurs 12 hours (game time) after the dive begins, but this time is
reduced for every turn during which the shield is active.
If the StreamDive console is not in reach of the player when time
expires, the player will be trapped in the past and dies immediately
afterward. You may also begin the endgame early, using the "RECALL"
command on the Dive chip

During the endgame, your final evaluation is determined by Joxley
Douzen. It is based on the following elements:
 25% - Number of rooms seen (excluding vents)
 5%  - Visualizer recordings
 50% - Documents
 20% - "Discretionary Points" given out during the interview

The discretionary points are awarded as follows, one percent per item:
(Questions which refer to a specific document will not be asked
 unless the document is in your datastore)
- Not removing any object from the past, with the exception of
  anachronisms
- Answering "shelter" (and having been there) when Joxley asks about the rooms
- Answering "vent" (and having been there) when Joxley asks about the rooms
- What is the name of the female child? (julia)
- What is the name of the male head of household (james)
- What is the name of the male child (jim/stephen)
- What is the name of the female head of household (katia)
- What became of Julia (shelter/suicide)
- Which eye was artifical (right)
- How were marital relations (bad -- only get the point if you've
       seen the master bathroom visual as evidence)
- Why was the diary so juvenile (fake)
- Why was the real diary encoded (mother/spy)
- (Kaldeki article) What was interesting about the article (kaldeki)
- (code fragment) What is the code fragment (ai)
- (large data recording) What is it? (brain scan)
- (Eye video) What happened to Julia after the video ends (died)
- How many people lived in the house (5)
- Who was the fifth person (donna)
- Explain your reason for bringing things back (tampering, then the
       name of the particular object)
- Other evidence of temporal distortion (name another anachronistic object)