// 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
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1. Foreword
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// [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.
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2. Walkthrough
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// [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.