//  JOKER'S WILD  \\
// LOST IN TIME FAQ \\

~CONTENTS~
1. Foreword
  [1.1] Version Information
  [1.2] My Comments
  [1.3] DosBox
  [1.4] Notes About The Guide
  [1.5] How To Contact Me
2. Walkthrough
  [2.0] Notes for the Independent Player
  [2.1] The Briscarde, Part 1
  [2.2] Manor de la Pruneliere
  [2.3] The Briscarde, Part 2
  [2.4] Island of St. Cristobald
3. Character Profiles
  [3.0] About This Section
  [3.1] Yoruba
  [3.2] Velvet
  [3.3] Philibert
  [3.4] Oswald
  [3.5] Makandal
  [3.6] Delia
  [3.7] Celeucie
  [3.8] Amilcar
  [3.9] Serapion
  [3.10] Maximin
  [3.11] Galipo
4. Mission Report
  [4.0] About This Section
  [4.1] Mission Report
  [4.2] Locations
  [4.3] Traveling In Space and Time
  [4.4] Americium 1492
  [4.5] Evaluation and Psychological
         Profile of Doralice Prunelier
  [4.6] Report Concerning the
         Activities of Jarlath Equs
  [4.7] The Conclusions of the
         "Americium 1492" Affair

----------------------------------------
----------------------------------------

----------------------------------------
1. Foreword
----------------------------------------

// [1.1] Version Information \\

Version 1.0 - This is the first and possibly last version
    of this walkthrough.  IF, for some reason, someone
    ACTUALLY emails me with a concern, a Q&A might be
    added to this FAQ.  Other than that, I see no need to
    update.

// [1.2] My Comments \\

    Honestly, Lost In Time is one of my favorite games.
    If you find yourself continuously frustrated, don't get
    discouraged.  Even those that don't like the game love
    the storyline.  Some of the puzzles will have you feeling
    like "why didn't I figure that out sooner??", but the
    storyline is gripping and the puzzles are tastefully
    challenging.

// [1.3] DosBox \\

    This is an updated install version from my previous one.
    Previously, I was running this on XP.  Obviously most
    people are running something further by now.  The old XP
    way also seems incompatible with Windows 8, which I'm
    running now, so I thought I'd update this guide.

    You can do this with a disc in the drive, but I honestly
    recommend just ripping your disc and mounting it for
    ease and discless play.

    Once you have your disc in or mounted, open DosBox.
    I have my own recommendation regarding where to install
    and you're welcome to change it around, just make sure you
    know what you're doing.

    The first thing you want to do is mount your virtual drives.

mount c c:\
mount d x:\ -t cdrom

    This will make it recognize your C drive as C and your X
    drive as D.  Fill in the X with whatever letter your cdrom
    or mounted image is on your computer.  For example, my
    disc is on F, so my line is "mount d f:\ -t cdrom".

    Once you've done that, type in...

D:
INSTALL

    This should take you to the install screen.  Do a complete
    install.  You should not have to change any of the settings.
    Let it run the install and then afterward it should run the
    game immediately.

    The next time you want to play the game, you will have to
    give the proper prompts, which are...

C:
CD\SIERRA\LOST
LOST

    If all goes according to plan, Lost in Time should start up.

// [1.4] Notes About The Guide \\

    I took most of this section out due to how antagonistic it
    sounded.  The main point is that I don't have the exact
    answers and sometimes there are multiple ways to go about
    doing something, so my way isn't wrong just because it's
    not how you'd do it, or visa versa.

    Whenever you see all caps, I am referring to an inventory
    item or a place on the map.  This is also a tool for you
    so you can ctrl+F items you can't seem to figure out where
    to use or places where you just don't know what to do to
    move on.

    I am making a point to try to make this guide as spoiler-
    free as possible.  Even so, there are times where reading
    ahead may spoil things anyway.  Read ahead at your own risk.

    Finally, look out for the following:

~*~WARNING-WARNING-WARNING-WARNING~*~

    If you see that, make sure to read at least a little ahead,
    as usually that means that the next section is timed or
    can make you lose in some way if you do it wrong.

    Most puzzles in this game have no penalty for being wrong
    other than not advancing, but once in a while a puzzle comes
    where if you do it in the wrong order or not fast enough,
    you will get stuck or die, respectively.

// [1.5] How To Contact Me \\

    My email is [email protected]. Make sure to put
    something like "Lost In Time Help" in your subject so I
    don't mark it as spam.

----------------------------------------
2. Walkthrough
----------------------------------------

// [2.0] Notes for the Independent Player \\

    Okay, if you would rather try these on your own first before
    looking at the guide, here are my basic hints for the game.

1. Look everywhere, even if it seems stupid or pointless.  You
    can find items and hints in the weirdest places and some
    items don't reveal themselves until you look at something
    several times (though those are rare).  Still, if you find
    yourself an item short from being able to solve a puzzle,
    look around and you may find something you can use.

2. When all else fails, use everything on everything.  Sometimes
    the combinations you have to use may defy logic just a bit
    so experimenting with your inventory and an obstacle can
    help.

3. Remember that you can combine some items.  If you click an
    item in your inventory, then click the inventory button in
    the top menu and use that item on a second, sometimes they
    combine to make something else.  This is essential to solve
    some puzzles.

4. If you're not sure if an area has anything else for you to
    solve, a good test is to hover over your top menu and hover
    over your joker button.  DON'T CLICK.  When you hover over
    your joker button text will appear at the bottom telling you
    how many jokers you have left.  If you have done everything
    you can in an area, however, it will say that you have no
    jokers in that area or that jokers can't be used there.
    Keep in mind that this hint will not work if you actually
    use your jokers and are out to begin with.

5. READ YOUR JOURNAL!  I know that in most games, a journal about
    your progress seems stupid and redundant at best, but do
    know that you get some rather valuable hints in that
    journal, including how to defeat the final puzzle.  As a
    matter of fact, failure to read the hint for the last puzzle
    can result in you not knowing what to do and dying.

6. Which leads me into hint six:  Don't be afraid to fail at a
    puzzle.  Until the very end of the game where some puzzles
    are timed and have fatal results if flubbed, most of the
    puzzles until then are perfectly harmless.

// [2.1] The Briscarde, Part 1 \\

    You start the game with three items.  PAINT REMOVER, PLIERS,
    and a SMALL PIPE.  You start in the HOLD of the Biscarde.
    The only thing on this screen you can interact with at this
    time and actually get anything done is the stool.  Click the
    stool to zoom in on it, then click it again in the PIP
    (Picture-In-Picture) to see the underside.  Right-click to
    open your inventory and click the PLIERS.  Use them on the
    NAIL under the stool to pull it out.  Right-click to put
    the NAIL in your inventory.

    Next click at the left side of the screen where your cursor
    becomes a green arrow (henceforth referring to as panning).
    Click on the leftmost barrel to get the LAMP.

    Pan left again to a third screen with a post, another
    bucket, some barrels, and an opening.  Use the LAMP on the
    barrels in the back corner and click the object against the
    wall to get the SPONGE.  Use the SPONGE on the bucket, then
    click on it again to get the WET SPONGE.

    Use the LAMP on the OPENING to go to the BILGE.  On the
    first screen you come to upon entering the BILGE, click on
    the rightmost barrel to get the OIL.  Pan left to see the
    pump.  Before you do this step, if you want to amuse and
    slightly sicken yourself, try clicking on the dirty water.

    Now that you've thoroughly given Doralice a reason to burn
    off her hands when this adventure is over, click on the pump
    to do a PIP zoom and use the OIL on the handle.  Click on
    the handle to pump out all the nastiness.

    Now pan left again and click on the chain in the corner to
    get a closer look.  Click on the CORKSCREW and put it in
    your inventory.  Apparently Doralice can't stick her hand in
    the nasty water to grab a corkscrew and has to go through
    all the hastle of pumping out the water but if you clicked
    on the water, you might understand I suppose.

    Now click on the ladder, which should turn your cursor into
    an opening and closing door, to go back to the HOLD.

    Use the WET SPONGE on the poster to curl it off the wall.
    Next use the CORKSCREW to take the knot in the wood off.
    Click on the hole left over to start a cutscene.  You can
    watch or hit ESC to skip it.  After it is over, you get a
    KNIFE from Yoruba.

    Pan right and use the KNIFE on the post in front of you to
    create a step, which Dora uses to get to the MID DECK.  You
    can try to open the door that you hear scratching behind but
    it won't do you a bit of good yet.

    Instead pan twice so you're looking in the opposite
    direction of where you started.  Use the PLIERS on one of
    the wooden pegs in front of you to knock out a WOODEN PIN.
    I don't know if it will work with any of them, I generally
    just pick one from the middle rack.

    After that, pan to the right.  You'll notice that clicking
    right in front of you will make you walk towards the back of
    the ship.  Do so twice, as there's nothing you can do in the
    closet to the right at this time.  In fact, you will notice
    many things in this place that look like puzzles that need
    solving, but you do not have the resources at this time to
    do so.

    After moving towards the back twice, pan left so you're
    facing three containers on the floor, one upside-down.
    Click on the middle one to look inside and click on the
    towel inside it to pick up the TOWEL.

    After that, pan right and go to the very back of the ship.
    Once there, pan left and use the TOWEL on the ring hanging
    from the ceiling.  After that, pan right and you'll notice a
    hole in the wall.  Click on it to PIP and click on the SOAP
    inside it to pick it up.

    Pan right (it's okay that the hole in the wall closes) and
    examine the cannonball just in view to get closer.  Click on
    the broken OAR by the cannonballs to add to your inventory.

    Pan right, go all the way to the front of the ship, then pan
    left.  Pick the CORKSCREW from your inventory, then hover
    your cursor at the top of the screen so the menu pops up.
    Click on the inventory icon, then click on the SOAP to use
    the CORKSCREW on the SOAP and make SOAP SHAVINGS.  Use the
    SOAP SHAVINGS on the bottom of the sliding door and click it
    to open it and start a cutscene.

// [2.2] Manor de la Pruneliere \\

    Okay, so you start at the manor with a stocked tractor and
    a horse as a squater on your property.  First let's raid the
    tractor.  There are four items to get:  the APPLE on the top
    of the tractor in the basket, the SMALL PIPE from the
    toolbox, the PACK from the toolbox, and the BATTERY from the
    floor of the tractor.

    Once you have those things, use the APPLE on the horse to
    get it to move.  Click on the dartboard on the gate to get
    a PIP and click it again to read the note.  You get to keep
    the DART.

    After that, click on the dartboard again to see the lock
    locking the gate.  Use the SMALL PIPE on the BATTERY to suck
    up some battery acid, then click on the lock to pour it in
    so you can break in.

    Once in, ignore the well and the lighthouse and click on the
    entrance to the manor.  Once in front of the door, click on
    the PORTRAIT above the door to take it.  Click on the top of
    the pile of logs to take a LOG.  Then try the door handle to
    get the HANDLE.  Apparently some moron left the key in the
    keyhole so use the DART to poke it out.  After that, click
    the bottom of the screen to go back to the front yard,
    which is labeled on your map as the WELL.  Click on the
    lighthouse to go to the BACKYARD.

    Once again ignore the lighthouse for a moment and click on
    the Strange Building.  Use the PORTRAIT on the hold in the
    steps.  After you do that, click on it to pull up a small
    memorial plaque.  The answer to this puzzle is the age of
    Philibert when he died.  This varies from save to save but
    is generally somewhere between 30 and 40.  Enter the age and
    then click on the cross.  An elevator will rise up but it is
    useless at the moment.  Click the bottom to go to the
    BACKYARD again, then click on the lighthouse finally to go
    to the LIGHTHOUSE.

    The door won't work so go to the right side of the building.
    Click on the bottle to get the VINEGAR, then use the DART on
    the cork of the barrel to empty the barrel.  After that you
    can click on the BARREL to take it.

    Go ahead and use the map to warp to the area labeled MANOR,
    which will put you at the door again.  Once there, use the
    WIRE on the HANDLE.  After that, use the VINEGAR on the
    EMPTY BATTERY.  Finally, use the COIL on the BATTERY to make
    and ELECTROMAGNET.  Use it on the space under the door to
    retrieve the key.  Dora will automatically use the handle to
    enter the manor and you will loose the WIRE and BATTERY.

    Okay, you can explore the manor in any order but here is my
    order.  First, examine the OAR that is resting diagonally in
    the recess in the wall to pick it up.  Next, click the fire
    EXTINGUISHER on top of the chest to pick it up.  Click the
    chest to see there is sand in it, which will be used later.
    Next click on the large POLE leaning against the wall.  You
    can't put this in your inventory.  Instead, use it on the
    fireplace for later use.  While you're looking at it, put
    the LOG in the fireplace as well.  You only have a MATCH BOX
    right now, though, and no matches, so don't worry about
    lighting a fire at the moment.  Take the ROASTING SPIT out
    of the fireplace.

    In the room, you'll notice a lamp on top of a small box.
    Click on the box to PIP and click the COPPER WIRE to take
    it.  Next, click on the RESIN to take that as well.  You'll
    notice there are some fuses, one of which is broken.  Hover
    over the PACK in your inventory to see there is a MATCH BOX
    and some FOIL in the PACK.  Use the FOIL on the broken fuse
    to patch it up.

    Use the movement map to go to the LIGHTHOUSE and go to the
    right side again where you found the barrel.  Use the
    ROASTING SPIT on the window to break it and find a HOSE
    inside.  Now go back around to the front and use the HOSE
    on the door handle.

    Go back to the elevator you couldn't get to work earlier,
    which is working now thanks to the fuse you fixed.  This is
    a bit tricky, as the hotspot for this is a little small, but
    locate the rail inside the elevator and use the END of the
    HOSE on it.  After that, do NOT get in the elevator, but
    click on the control panel and hit the button for the
    elevator to go down, tearing the LIGHTHOUSE door open.  From
    now on, going to the LIGHTHOUSE takes you to the first floor
    instead of outside of it.  You get a LEAKY HOSE for your
    efforts.

    Ignore the elevator for now and head for the LIGHTHOUSE.
    You can see a staircase going up, a shoe, and a locked door.
    Click on the WOODEN SHOE to pick it up, put it in your
    inventory, then take out the KEY inside it and use it on the
    keyhole of the locked door.  You end up in an area the game
    calls the BASEMENT, which is a gate to the ocean you can't
    open yet.  Go ahead and click on the valve in the upper-left
    corner of the screen to open a canal.  It will be used soon.

    Go back to the first floor of the LIGHTHOUSE and click on
    the now-visible window, which you broke open earlier, to
    get a GLASS SHARD.  Now click on the stairs to the left to
    go to the second floor.  Use the OAR on the dresser to pry
    it open and get the RAZOR inside it.  Next click on the
    desk drawer.  The first time you find the captain's diary,
    which says something about the "Devil's Seven Teeth".  The
    second time, you get PAINT REMOVER.

    Now for the fun part.  I'd suggest a pencil and paper for
    this unless you have a good memory.  Click on the field
    glass on the desk to pick it up and look through it.  Pan up
    a bit and a little to the right until you see a ship in the
    middle of your sights, then click to get a closer look.
    Click the shipwreck again to get an even closer look.
    You'll notice three panels on the side of the ship, each
    with a color and a symbol.  Remember the order of the
    panels, the color of each, and which symbol is on each.
    After that, click to go back.  I can't give you the answer
    for the panels because it is different in each playthrough.

    Afterwards, go up to the LAMP of the lighthouse.  Click on
    the curtains twice to get the KEROSENE.  Then use the RAZOR
    on the curtains to cut off a RAG.

    Use the map to get to the VAULT and take the elevator down
    to the CRYPT.  (Makes you feel all warm inside, doesn't it?)
    First thing is first: while you still have those panels from
    the ship fresh in your mind, click on the chest on the floor
    twice to pull up a puzzle.  You'll notice three panels like
    on the ship.  The buttons above each panel controls the
    symbol while the buttons below control the color.  Match
    these panels to the ones on the ship to open it.  Keep in
    mind that since this is a smaller version, so are the images
    on the ship.  The following are what you should put down
    for each symbol on the ship:

Sword - Knife
Cannon - Gun
Cannonball - Bullet

    For opening the chest, you get Captain Philibert's log,
    which has a piece of FIBERGLASS stuck between the pages.

    Next, use the BARREL on the bottles above your head to reach
    them and get a bottle of CIDER.  Put it away, then go into
    your inventory and grab the CORK that branches off the
    CIDER.  Use the CORK on the bottle WAAAAAAY up on the
    support beam overhead to knock down the can of RUST
    REMOVER.

    Congrats.  You will never have to return to the CRYPT again.
    Just as well, too, it's kinda creepy.  Anyway, use your map
    to return to the WELL.  Click on the well to get closer and
    use the LEAKY HOSE on the faucet on the side of the manor.
    Click on the hose to get a closer look.  While there is no
    visual clue as to where the tear is, there is one there.
    Use the FIBERGLASS on it, then the RESIN to repair the hose.
    Remember that valve we turned earlier to open the canal?
    Now instead of backtracking to open it you can just click on
    the end of the hose and then click on the well to put the
    hose into it.  Then all you have to do is click on the
    faucet to turn on the water and fill the well.  Once the
    well is full, click on the surface to get the CORK floating
    there from your shot earlier.

    Now that your hose has done its job, click on it again and
    use the RAZOR on it to undo all the hard work you just did
    by ripping into it AGAIN.  We never claimed Dora was big
    in the brains department.  You WILL need the CLUB, though,
    so I guess it's not a big loss.

    Use the map and go to the BASEMENT level of the lighthouse.
    Use the PAINT REMOVER on the spot of algae to the right,
    then use the GLASS SHARD to scrape the rest of it away.  Use
    the ROASTING SPIT on the hole in the wall and then use the
    RUST REMOVER on it to allow it to move.  Click the
    mechanism to turn it and open the gate.

    Click on the boat and then use the WOODEN SHOE on the water
    in the boat.  After it's cleared away, use the RAG on the
    leak in the boat, then use the CORK on it to seal it.  After
    that, use the OAR on the boat.  Dora will unload
    some of the heavier stuff in your inventory at this point
    and embark.  You can come back for those later.

    After your little mishap on the open seas, you will be at
    the Fisherman's Cabin.  Go inside.

    Click on the dresser in the left corner twice, once for a
    SHIP in a bottle and again for a bottle of NUOC MAM.  Next
    click on the sweater on the table three times.  This gets
    you a HANDKERCHIEF, a NAIL, and a piece of BREAD.

    Click on the chair to get Melkior's journal.  Then click the
    chair again to move it.  Click it a third time to climb onto
    it and get a better look at the chandelier.  Use the NAIL on
    the handle at the very top of the chain to pull the
    CHANDELIER down.  Put it in your inventory, then take it out
    again to disassemble it into a CANDLE, cork FLOATS, and an
    ANCHOR.

    Now that you've sufficiently robbed this place blind, go
    back outside and use the NUOC MAM on the BREAD.  Use the
    WET BREAD on the roof to attract a seagull that knocks the
    buoy off the roof and onto the steps.  Click for a closer
    look and use the RAZOR on the ROPE to take it.  Use the
    ANCHOR on the ROPE to make a HOOK you can use to climb the
    cliffs to the right of the cabin.  Doing so will take you
    back to the WELL by the manor.

    First thing's first... you'll want to use the map to jump
    to the BASEMENT and collect the things you left behind by
    the BARREL earlier.  Next you should use the map to go to
    the MANOR.

    Congrats, we're at the end of the flashback sequence.  Just
    a few more puzzles.

    Now you have the means to light that fire, so let's do so
    now.  Click on the fireplace, then use the KEROSENE and the
    HANDKERCHIEF on the fireplace.  Now use the CLUB on the SHIP
    to break it and take a MATCH.  Now use the MATCH on the
    MATCH BOX to light it and use the FIRE on the fireplace to
    light it.

    Once the fire is lit, the rod from earlier expands and makes
    a panel in the floor rise up.  What comes up must come down,
    so put the BARREL on it.  Unfortunately, since you wasted
    all the good rum earlier, it's empty and not heavy enough.
    Use the CANDLE on the hole in the side of the BARREL to
    make sure nothing leaks out, then use the CLUB to open the
    top of the barrel.  Then after that, use the WOODEN SHOE on
    that sand in the box we looked at earlier.  Use the SAND on
    the barrel to start filling it.  The barrel becomes heavy
    enough to trigger the flagstone, which opens the recess in
    the wall.  There's no turning back after this, so save your
    game if you're feeling nervous and go into the hole.

    You will notice a doorway Dora refuses to go through and a
    chest will a million-and-one ways to knock Dora unconscious.
    Knocking her out won't make you lose so mess around to your
    heart's content.

    As for the solution, the first thing you'll want to do is
    click on the post by the door.  Click on the PLIERS keeping
    the post door open to take them.  (Now you know how you had
    modern pliers in the beginning of the game in a ship in the
    year 1840.)  Use the FLOATS on the floor in front of the
    chest, since if you've been playing around with the box
    you know the wire is electrified.  Now when you click on
    the box, Dora will have the good sense to stand on something
    grounded.  Use the COPPER WIRE on the wire to divert it,
    then use the PLIERS to cut the wire away from the lock.

    Now use the SMALL PIPE on the puddle by the box to get some
    WATER and use it on the lock.  Next use the EXTINGUISHER on
    the lock to freeze it, then use the CLUB to break it off.
    Once you do that, some cutscenes start.

// [2.3] The Briscarde, Part 2 \\

    After the cutscenes you'll have a HOOK in your hand.  Go
    to the HOLD with it and examine the box there that was
    locked during your first time here.  Use the HOOK on the
    lock to pick it and open the box, which has women's clothes.
    Click again for a RIBBON.  The box has a double-bottom, but
    you can't get into it yet.

    Use the WOODEN PIN on the OAR or visa versa, then use the
    RIBBON on either on to make a STICK.  Use the PLIERS on the
    NAIL to make a TWISTED NAIL.  Finally, use the TWISTED NAIL
    on the STICK to make a BOAT HOOK.

    Go back to the MID DECK and to the closet.  You'll notice
    a buckle hanging from the ceiling.  Use the BOAT HOOK on it
    to bring it down so you can reach it.  Click near the bottom
    of it and you'll see the end and a hole in the wall.  Use
    the CORKSCREW on the hole, click the end of the halyard,
    then use the end on the CORKSCREW to hold it in place.

    Back out of the closet, pan left, move once towards the back
    of the ship, then pan right.  Click on the barred window to
    see a rope.  Click the rope, then click the bucket three
    times to get the SAW of a sawfish.  Go back into the closet
    and take the CORKSCREW back out.  Go back to the man and
    you will view another set of cutscenes that end with you in
    the Captain's Cabin.

    The bird is annoying, as you'll soon find.  Touch the
    dresser or the painting and he'll start squawking.  Nothing
    will happen to you, but it will make it impossible to
    explore those for now.  First go out onto the balcony and
    click on the FLAG until you retrieve it.  Pan right twice
    and go back inside, then go into the left-hand room first.

    If you run your mouse in circles (not too fast) over the
    rug on the floor, you'll notice the words "A rug" flicker a
    little as if you keep running over different objects.  The
    reason for this is that the rug is actually separated into
    four different sections.  Three hold no secrets but the
    lower-left corner of the rug has a BRASS KEY for the taking.

    You can do no more in this room for now, so leave.  Go into
    the right-hand room this time and check out the dresser.
    Check the left and right doors, each of which has its own
    item to take.  Once you have the SALTS FLASK and the BOWL,
    pan right and click the plate on the table to take the
    BANANA SLICES on it.  Pan left and exit.

    Pan left and click on the desk.  Click on the chair twice to
    get the SILVER KEY stuck under it.  Now use the BRASS KEY on
    the desk drawer.  Apparently even touching the dresser makes
    Galipo go nuts but rummaging through the captain's desk is
    A-OK!  So go into the desk drawer to get the BLOTTER, then
    click on the drawer twice more to get the DAGGER.

    Go to the right-hand side room again and use the DAGGER on
    the rug to free the trap door.  Watch in amazement as
    Galipo turns a blind eye to your escape.  The captain should
    invest in a dog.

    Use the map to go back to the HOLD and go into the box
    again.  Use the DAGGER on the spring in the box to open
    the double bottom.  The first time you get BEAUTY POWDER.
    The second time you get a HANDKERCHIEF.

    Now go ahead and use the map to go back to the CELLAR.
    Click on the post to get a closer look and use the
    CORKSCREW on the opening.  If you didn't listen to me
    earlier and left the CORKSCREW in the closet you will have
    to backtrack and go retrieve it.  Inside the post you will
    find the MASTER KEY, which will unlock the doors on this
    level of the ship.  Use the BEAUTY POWDER on the post as a
    means for being able to climb back up the post and into the
    captain's cabin again.

    Leave the cellar via the door behind you to go back out into
    the hall, then turn left and click on the door further down
    on the right-hand side.  Use the MASTER KEY on the lock to
    get inside.  You'd think a room full of shelves would have
    more loot, but alas the only thing to get in here is on the
    central set of shelves, a bottle of POLISH.

    Leave the way you came, pan left, then click on the visible
    door a bit ahead and to the left.  Use the MASTER KEY again
    to gain entry.  Click on the curtains in the corner a few
    times to get the CAGE.  (You can see where this is going.)
    Next click on the desk and examine the drawer to get a SEAL.

    Go ahead and use the map to go back to the captain's CABIN.
    Go into the left sideroom and use the SEAL on the notch in
    the dresser to reveal a trapdoor into a room whose door had
    no handle you could see when you were in the hallway.

    Examine the table to the left to get the RECORD, then
    examine the one to the right to find a PHONOGRAPH behind it.

    Go back to the CABIN and face the captain's desk and that
    odd painting.  Use the CAGE on the half-visible table on the
    right, then use the BANANA SLICES on the cage to set some
    bait.  Once that's done, turn around to face towards the
    dresser.  Use the PHONOGRAPH on the music table there and
    then use the RECORD on it.  Turn the crank and then hit
    the button on the side to make it start playing.

    Now put the BOWL on the ground under Galipo.  Use the PAINT
    REMOVER and SALTS FLASK on the BOWL (which the game will
    strangely start calling the floor) to make an odor that will
    run Galipo off into his cage.  Turn around and put the FLAG
    over the cage, where the combination of the dark and the
    music will let you now have free reign of the CABIN.

    Use the SILVER KEY on the lock on the dresser to get into
    it and click on the box to get the IRON KEY inside it.

    Now go into the left sideroom.  Use the POLISH on the
    HANDKERCHIEF and then use it on the sink.  Next use the
    BLOTTER on the sink to read the code on it.

    With that code in mind, click on the painting behind Galipo
    then click on the cannonfire to find a lockbox.  Put in the
    code you just discovered to open it and find a SMALL BOX.

    Put it away, then pull it back out of your inventory.  It
    will PIP, letting you play with it.  Click to the right of
    it where the cursor becomes a green arrow to turn the box,
    then click on the top to open a secret compartment where a
    SMALL KEY is hidden.  The box should go back to the front
    view again.  Click on the top of the box, then the middle to
    reveal the lock.  Use the SMALL KEY you just got on it to
    unlock it, then click the REVOLVER to take it.  Click on
    Galipo's cage to get the COVERED CAGE.  Now use the map to
    go to the MID DECK.

    Go all the way to the back of the ship where the trapdoor is
    that is barred closed on the floor.  Use the TOWEL on the
    ring, then pan right.  Use the COVERED CAGE in the hole in
    the wall, then pick it back up again.  Turn around and the
    bar on the trapdoor is no longer locked down.  Use the IRON
    KEY on the lock to go down to Yoruba's cell.

    After you're done listening to Melchior whine, click on the
    floorboards near Melkior and examine the crack to find
    Yoruba's necklace caught in there.  Use the PLIERS on it to
    get the MAGNETITE.  You will soon lose the PLIERS and if you
    don't do this first, you will be stuck unable to get his
    necklace.

    Next, click on the post in the back, then use the PLIERS on
    it to pry it open (now you know who put them there).  Now
    check out he sarcophagus to find COTTON.  Use it on the
    post to put it at its bottom, then use the BOAT HOOK on the
    top shelf of the post to bring down a bottle of RUM.  Use
    the WET SPONGE on the RUM to take its LABEL.  Then use the
    MAGNETITE on the REVOLVER.  Use the REVOLVER on Yoruba's
    shackles, then after more of Melchior's whining, use the
    LABEL on him to get out of the ship.

// [2.4] Island of St. Cristobald \\

    Upon landing on the shore, after the cutscenes, Melchior
    will give you the HOLOCOM.  I will warn you now that a lot
    of puzzles on this island are timed, so make sure to watch
    out for warning banners.

    Put your new toy away and then click on the right side of
    the screen to go to an area near a WATERFALL.  After the
    scene, click on the boy.  Use the FLAG on the MANICOU.  Then
    use the CORKSCREW on the coconut on the ground and use the
    SMALL PIPE on the coconut for some COCONUT MILK.  Use the
    COCONUT MILK on the MANICOU.  After that, you get MADJUMBE,
    which is completely useless.  Put it in your inventory and
    use PARROT on the rock to open it.  Afterwards, Amilcar
    gives you the EMPTY CAGE and a FLAT KEY.

    You end up in front of Makandal's house after.  You COULD
    click on the door and talk to him, but to save some time if
    you're trying to breeze through, use the FLAT KEY on the
    EMPTY CAGE, then use the GOLDEN PIECES on the slot in his
    door to get his complete attention.  After talking to him,
    you get conned into helping him with his woman problems.

~*~WARNING-WARNING-WARNING-WARNING~*~
~~~~~~~~~~~~TIMED PUZZLES~~~~~~~~~~~~
~*~WARNING-WARNING-WARNING-WARNING~*~

    You automatically end up at DELIA's cabin.  Click on the
    door to talk to her and enter her house.  Delia will look
    for her glasses, an act that takes a rather short time, and
    it's in that short time that you have to click on the book
    to your left on the counter.  Even if you don't get it into
    your inventory in time, clicking it is enough for her to
    run to the back room to look for it.  Quickly pick up the
    square mirror from next to the spider and use it on the
    spider to scare it off the silk shirt.  Finally, pick up the
    SILK BLOUSE before Delia gets back.  You'll automatically
    give her the book and things will continue.

    You get a POTION from her and end up in front of Makandal's
    cabin.  Click on the door to go inside.  He automatically
    takes the shirt from you and then invites you for a drink.
    THIS IS ALSO TIMED.  Once you get control of Dora, click on
    the window.  Dora will request he open it.  Afterwards, use
    the HOLOCOM on the righthand side of the table to place it
    down.  Makandal eventually opens the window, at which point
    you can click on the HOLOCOM and make Melchior scare the
    hell out of Makandal, leaving you free to quickly slip the
    POTION into Makandal's glass.  Once he sits back up, take
    the HOLOCOM back, then click on Makandal's glass to take it.

    After a few cutscenes, you end up at Serapion's.  Talking to
    him has no use right now, so use the map to go to Delia's
    and travel over to Makandal's cabin.  Click the door to talk
    to him and he gives you BEQUIET.  Bothering him further does
    nothing, so go to Delia's cabin.  You will not be able to
    go to Makandal's cabin again.  You're at the end of the
    game, though, so it doesn't matter.

    Next talk to Delia, who gives you an INVERTER and tells you
    to shove off.  Nice.  After you helped these people and
    everything.  Use the INVERTER on the BEQUIET to make a
    SPEAKABLE.  Go back to the PROPERTY and use the SPEAKABLE on
    Serapion to give him back his voice.  After you're done
    talking to him, talk to him again to get a bag of coarse
    SALT.  Use the INVERTER on it to make SUGAR and use the
    SUGAR on the dog to make it nice.

    The next puzzle is CRUCIAL to beating the game, so read the
    entire next paragraph before moving on.

    You'll notice the cook unconscious and a bag on a table by
    the baby.  Pick up the BAG and put it in your inventory.
    Now go into your inventory and you'll notice two things in
    the BAG: VANILLA and a FLOWER.  Click on the FLOWER, then
    put it back in your inventory.  You'll notice it is no
    longer in the BAG.  If you do not do this, you will LOSE THE
    GAME.

    After that, use the BAG on the EMBERS under the fire and
    then put the BAG on the stool by the crib.  A snake will
    go into the BAG.  Use the BAG on the EMBERS again to burn
    the snake.  Jarlath appears and in grand enemy fashion tells
    you his plans.

    You and Jarlath appear on a log.  THIS IS TIMED!!!  Quickly,
    grab the FLOWER from your inventory and use it on Jarlath.
    Jarlath sneezes his head off and falls off the log.

    Guess what.  You win!

----------------------------------------
3. Character Profiles
----------------------------------------

// [3.0] About This Section \\

    This section is basically for people who downloaded the game
    or have lost their manual to their game.  It is the bios
    for the characters taken straight from the manual verbatim.
    Doralice and Jarlath have more in depth bios in the reports
    section and the manual has no real bio for Melkior.

// [3.1] Yoruba \\

    The descendant of a family of Egyptian priests and the
    guardian of this tribe's treasure, the sarcophagus of
    Pharaoh Amenotep.  He was taken from his tribe by Jarlath,
    who brought him to the Island of St. Cristobald and made him
    a slave.  He became the lover of Jarlath's wife, Velvet
    Rochefort de la Pruneliere.  Doralice and Melkior will free
    him while aboard the ship sailing to Europe.

// [3.2] Velvet \\

    Jarlath married her to inherit the plantation and her
    father's name.  Neglected by her husband and lonely during
    his long absences, she fell in love with Yoruba and had a
    child by him.  She will lead Doralice to Maximin.

// [3.3] Philibert \\

    The Captain of the Briscarde.  Jarlath paid him to sink the
    ship transporting the sarcophagus off the shore of the manor
    he owns on the Atlantic Coast in Europe.  His men fear him
    because of his revolver with a magnetic grip that works
    only with his magnetized rings.

// [3.4] Oswald \\

    A sailor on the Briscarde.  He hates the Captain and is
    waiting for the opportunity to start a mutiny.  Doralice
    will help him steal the Captain's revolver in exchange for
    the promise that he will help her escape.

// [3.5] Makandal \\

    The healer on the Island of St. Cristobald.  He spends his
    time trying to avoid the excessive passion of Delia.
    Doralice will have to convince him to heal Yoruba.

// [3.6] Delia \\

    The fortune teller and Velvet's confidant.  She is madly in
    love with Makandal and spends her time concocting love
    potions to use on him.  She will help Doralice find Velvet.

// [3.7] Celeucie \\

    The cook at the plantation and Amilcar's mother.  Velvet
    entrusts Maximin to her care but Jarlath succeeds in
    distracting her and endangering Maximin's life.

// [3.8] Amilcar \\

    The young son of Celeucie and Makandal.  He tries to fool
    Doralice but he will lead her to Makandal.

// [3.9] Serapion \\

    The storyteller.  He knows everything that happens on the
    plantation, especially about the arrival of Farlath and the
    death of Velvet's father.  Unfortunately, he loses his voice
    and cannot speak.  When Doralice heals him he will help her
    to enter the plantation.

// [3.10] Maximin \\

    The son of Yoruba and Velvet and the great-great grandfather
    of Doralice.  His life is in great danger because of
    Jarlath.

// [3.11] Galipo \\

    The parrot that Makandal gave to the Captain.  When
    Philibert locks Doralice in his cabin it deters her from
    searching the place.

----------------------------------------
4. Mission Report
----------------------------------------

// [4.0] About This Section \\

    This section is also taken from the manual, verbatim.  This
    section in particular gives a lot of background story that
    even playing the game sometimes doesn't tell you, so if you
    are a fan, it's definitely worth a read.

// [4.1] Mission Report \\

    MISSION REPORT
    by Agent MELKIOR
    April 2092

    This report summarizes the events that lead to the arrest of
    JARLATH EQUS, who was responsible for stealing a valuable
    sample of the element AMERICIUM 1492.  He hisd the
    radioactive material in the past, endangering the
    equilibrium of the time continuum.  For this reason the
    Space-Time Police were assigned to handle the case.

    The disks enclosed with this manual will allow you to relive
    this mission as DORALICE PRUNELIER.  She is a woman who was
    selected without her awareness by the Central Computer of
    the Space-Time Police because of her historical-temporal
    ties with JARLATH EQUS.

// [4.2] Locations \\

    The events in this game take place in three locations and
    two time periods:

1992 - Manor de la Pruneliere - Atlantic Coast - Europe
1840 - Ship - The Briscarde - Caribbean Sea
1840 - Island of St. Christobald - Caribbean Islands

    CRISTOBALD ISLAND - 1840

    In 1840 the treasure belonged to a tribe on the West Coast
    of Africa.  Hoping to take it back without attracting the
    attention of the Space-Time Police, jarlath decided to
    establish himself on a Caribbean Island by marrying the
    daughter of a rich plantation owner.  Taking advantage of
    the slave trade, he sent for the treasure as well as for a
    few slaves.  Then, on the island, he prepared the final part
    of his plan:  He hired a pirate to wreck his ship with the
    treasure aboard near a seaside manor he had purchased on the
    coast of Europe.  In this way, the treasure would be safely
    hidden from the Space-Time Police.

    COMMENTS:
    We find ourselves facing a sensitive case of temporal
    manipulation with recursive characteristics.  The percentage
    of paradox having reached a critical ceiling, an upheaval or
    even the destruction of the inner structure of the universal
    biological inheritance must be anticipated.  Only the
    extraction of the disturbing element from the factual
    context can correct the perverse effects.

    SUGGESTED POINT OF INTERCEPTION:  PARIS - 1992

// [4.3] Traveling In Space and Time \\

    At the end of the 20th century modern biologists were
    already using the retro-evolution of sick cells which
    allowed them to go back to a healthy structure and
    influence a new and positive evolution of the organism.  At
    the same time theoreticians in thermodynamics were
    demonstracting the macroscopic reversibility created by
    intense magnetic fields.  Thanks to the convergence of the
    two scientific fields, it took less than a century to
    develop the techniques necessary for the evolution of matter
    to the past.  The purpose was not to rejuvenate the subject
    but to rejuvenate his environment.  This technology, which
    today has been miniaturized, allows us to go back in time.

    Professor Falco, specialist in quantum mechanics
    From his book "The Past Future", (January 2092)

// [4.4] Americium 1492 \\

    A trace of this element was first detected by accident on a
    meteor fragment owned by a family of collectors for more
    than a century.  Chance played a role a second time when a
    crystal weighing several tons was discovered approximately
    one hundred feet below the surface of the Gulf of Mexico.
    It was determined in a laboratory located on a satellite,
    that the crystal could withstand extraordinary temperatures
    and rates of acceleration.  The applications for an element
    with these properties would be revolutionary, especially for
    the military.  One detail needs to be mentioned:  The
    element has been given the atomic code name Americium 1492.
    It is composed of heavy molecules and has a high level of
    radioactivity that lasts three thousand years.  This may
    jeopardize its immediate application since it cannot be used
    as long as it is radioactive.

    Professor Falco, specialist in quantum mechanics
    From his book "The Past Future", (January 2092)

// [4.5] Evaluation and Psychological \\
//     Profile of Doralice Prunelier    \\

    by Colonel Orson, recruitment specialist

    The year is 1992.  The subject is a young woman, 27 years
    old and extremely intelligent.  She works as a ship's
    captain which allows her to be financially comfortable.

    NOTE:  She is a gambler.  Everything she earns disappears!

    Her job is a good reflection of her independent nature and
    her restlessness.  She prefers the danger of jungles to the
    luxury of palaces.  Her father is an ethnologist, a
    specialist in Amerinds, who loves open spaces.  Her mother
    is a famous Brazilian singer with the Opera of Manaus.  The
    subject lives in a luxurious apartment in Paris where she
    often entertains her many friends and enjoys cooking exotic
    meals for them.  She has a taste for fine liquors:  Whiskey,
    rum and cognac.  Her favorite drink is the Pina Colada.
    Her favorite foods are eggs prepared in any and all
    imaginable ways with anything and everything.  She adds salt
    and pepper before tasting and likes spicy hot dishes.

    She loves old-style jazz.  She hates chess but adores Go.
    She cannot understand bridge but plays Scrabble with her
    best friend.  She is healthy and strong and has taken up
    several different sports:  Hang gliding, aikido, and scuba-
    diving, but there is none that she really prefers.  She does
    not smoke.  She detests weapons.  She does not support any
    form of corporatism, politics, or religion.  She is not
    gullible or superstitious.  She believes in science and is
    always searching for new sensations or unusual activities.
    She touches everything but does not take time to examine
    things more closely.  For this reason she can give the
    impression that she is superficial.

    Sometimes she appears thoughtless or reckless.  She loves
    difficult situations where her judgement, observation skills
    and deductive mind can be test.  She has a passion for old
    American TV series, particularly MacGyver, Colombo, and
    Mission Impossible.

    The subject is stable and well-balanced.  She has all the
    attributes required to accomplish the mission that will lead
    to the arrest of Jarlath Equs.

// [4.6] Report Concerning the Activities of Jarlath Equs \\

    by Professor Nathaniel, expert in temporal criminology

    EUROPE - 2092

    JARLATH EQUS belongs to the "new generation of historians"
    who specialize in the synthesis of history and physics and
    are involved in the confidential research program studying
    travel in space and time.  He has stolen a sample of
    Americium 1492, a newly discovered material with
    revolutionary military applications, which he plans to
    eventually use for great personal gain.  Unfortunately 3000
    years are necessary for this material to become safe to use
    because it has the unpleasant quality of being radioactive.
    Jarlath has devised a daring plan:  He traveled back 3000
    years in time and hid the sample beside a mummy in a golden
    Egyptian sarcophagus.  Then as the years have gone by, he
    has kept track of his "treasure".

// [4.7] The Conclusions of the "Americium 1492" Affair \\

    THE NEW EVENT - MAY - N*90

    AN EXCLUSIVE INTERVIEW WITH AN S.T.P. AGENT

THE NEW EVENT:  Agent Melkior, can you remind us of the role of
    the Space-Time Police in 2092?

MELKIOR:  As you know, recent discoveries allow us to travel back
    in time with the use of a simple instrument worn on the
    wrist that generates an intense magnetic field.  Time travel
    is a privilege and is limited to a few trusted people.  The
    inevitable consequences of such an extraordinary discovery
    lead to the creation of the Committee for Temporal Ethics.
    Only obervation of the past is authorized.  Any other sort
    of intervention is forbidden because of the danger involved.

N.E.:  You have just solved the case of the stolen Americium 1492
    that we all heard about.

M.:  I'm not the only one who deserves the credit.  We owe much
    more to Doralice Prunelier, a lovely person who lives in
    1992, for the solution to the case.  I met her in 1840,
    aboard a ship called the Briscarde where I was working
    disguised as a cook.

N.E.:  It seems that the S.T.P. prefers to use persons from the
    past for interventions.  Can you explain to us how she was
    chosen?

M.:  Well, Jarlath Equs, the criminal I was following, not only
    went back in time, he also influenced events.  For that
    reason, the "Theory of Possible Futures" was to be applied
    and his fate was doomed.  We just had to choose from all</pre><pre id="faqspan-2">
    possible futures, a temporal line that included his death as
    punishment and, of course, one that included the existence
    of Doralice Prunelier.

N.E.:  Precisely what mistake did Jarlath make?

M.:  His first mistake was to marry, in 1840, Velvet Rochefort de
    la Pruneliere after having caused the death of her father.
    His second mistake was to bring to the Island of St.
    Cristobald his "treasure" (the stolen goods) and a slave
    named Yoruba.  Yoruba had a child with velvet and Doralice
    Prunelier is a direct descendant of that child several
    generations later.  Our historians detected the temporal
    wound caused by those two events which allowed us to
    localize Jarlath on this Caribbean Island.

N.E.:  And you neutralized Jarlath on that island?

M.:  Not me, Doralice.  I wasn't able to localize both the
    individual and the "treasure".  And I was in danger of
    losing one of the other.  It was necessary for him to be
    confident of his plan in order for me to be able to track
    him down.  He wasn't cautious with Doralice, who was a
    dangerous opponent.  She was the one who defeated him.

N.E:  Has Doralice been informed of her role in the whole affair?

M.:  The Code of Temporal Ethics forbids such a thing.  She
    continued her life in the 20th century.  Normally she
    wouldn't be aware of anything, but I really would like to
    have her as a partner again.