Electronic Arts
Presents

A Multimedia Adventure by
Terra Nova Development

     T H E
L A B Y R I N T H
 O F   T I M E

Copyright
Terra Nova Development, 1993
All Rights Reserved

Designed and Illustrated by
Bradley W. Schenck

Program Design and Implementation by
Michal Todorovic

Walkthrough
Copyright Andrew M. Modro, 2003


1.) INTRODUCTION TO THE LABYRINTH

The Labyrinth of Time was released in 1993 by Electronic Arts, and was created
by a team known as Terra Nova.  This was about the same time as the monster
CD-ROM hits Myst and The 7th Guest, which buried LoT.  I consider that to be a
very great shame, as LoT is my favorite game of the genre.

Navigating the Labyrinth is very simple.  Your normal toolbar consists of ten
buttons.  From left to right those buttons are:

-- Take object
-- Move object
-- Open door/object
-- Close door/object
-- Look/examine
-- Item toolbar
-- Turn left
-- Move forward
-- Turn right
-- Map

You can use your standard number keys (not your numeric keypad) as hotkeys.
The keys match up, 1 through 0, with the buttons on the toolbar.

To take, move, open, close or examine, click on the appropriate button, then
move the mouse pointer to the object you wish to manipulate and click.
Right-clicking will undo.  You can also right-click to change between your
normal and Item toolbars.

Your other toolbar is your Item toolbar.  This one has six buttons:

-- Normal toolbar
-- Disk access (save/load)
-- Use item
-- Examine items
-- Previous item (wraps around)
-- Next item (wraps around)

Buttons 1 through 6 match up here for hotkeys.

Your Map screen has three buttons:

-- Down one floor
-- Up one floor
-- Close

When you click on the Mpa your present location is shown.  If you're inside one
of the three large sub-mazes, a map of that maze will be displayed.  You can
examine other areas by pressing the Down or Up buttons.  Right-clicking will
also close your map.

Disk access is simple.  Click the Disk access button, then Save or Load, pick a
drive, and then a file.

Map directions, important items and locations are Capitalized in the
walkthrough to get the reader's attention.  Individual walkthrough sections are
titled with the name of a location in ALL CAPS, proceeded by two ampersand (@)
marks, such as: @@ HOTEL and @@ WAITING AREA.  You can use these to search
through the walkthrough if you get stuck in a particular location.

2.) WALKTHROUGH

@@ BEGINNING

It's just one of those days.  Follow through the short setup, and you'll meet
Daedalus.  If you know Greek mythology, you'll recognize him as the master
artificer, father of Icarus.  King Minos has dragooned Daedalus into
constructing a labyrinth that spans space and time, and Daedalus wants you to
sabotage his handiwork.  So begins your quest.

@@ SUBWAY CAR

Following your creepy encounter with and drafting by Daedalus, you find
yourself still in the Subway Car.  There are four exits out of here.  North and
East lead to dead-ends that let you get a nice look at the Car.  South leads
you to a sealed door that you can't get through right now.  The only way left
to go is West.  Doing so leads you into the Hotel.

@@ HOTEL / @@ ELEVATOR LOBBY

You'll see this area quite a bit.  You begin in a small room with doors on the
North and South and an open archway to the West.  The door to the South is
locked with the Gold Key -- you'll come back here later.  The door to the North
is a bathroom.  Pulling the chain on the toilet is encouraged -- your mother
taught you to always flush, right?  Going West leads you into a long L-shaped
hallway of the Hotel.

In this section of the hallway are several doors, two on each side.  The doors
on the South side, to your left as you enter, do not open, nor does the first
door to the North, on your right.  The second door on the North side, however,
will open to admit you to Hotel Room 14.  Feel free to check it out.  Note the
locked wardrobe.  Once again, you'll come back here.  Exit the room and
continue West to the end of the hall, then turn left.

One step South leads you to the Elevator Lobby (part of the hotel, just
differently named).  Here you will see two doors.  The one on the West leads to
an area where a large clown face will laugh at you.  You'll go through there in
a bit.  To the East is the Elevator, which you'll make use of several times.
However, continue on down to the end of the hall.

The shocking sight awaiting you is your ultimate goal -- the Center of the
Labyrinth itself.  To your left, on the East wall, is a Laundry Chute.  This,
again, will be important later.  Having been shown firsthand that this isn't
normal -- as if you doubted before -- return to the Elevator.  Press (Move) the
panel on the wall to call the elevator and open the door.  Step in, turn
around, and press the "2" button on the panel to rise to the second floor.  The
door will open and you step out into the Reception Area.

@@ RECEPTION AREA

The door on the North ("SLADE and BARCHER, PRIVATE DETECTIVES") is locked with
the Silver Key.  Don't worry about it for now.  To the West is a door into the
balcony of a Movie Theater.  If you like, go there now.  Move North past the
seats and go back East.  You'll notice a slide Puzzle on the wall.  The
solution is to be found elsewhere; return to the Reception Area and go South.
The sign that says "LOUNGE" is fibbing...

@@ CRYSTAL CLIFF / @@ DIM TUNNEL

Another wonderful look at the Center, here.  Don't get vertigo.  Turn West and
walk forward into the Dim Tunnel.  Rather abrupt scenery change, no?  Move West
again and note the moving arrows on the wall.  Take their advice, turn South
and step into the glowing door.  You're now in an antique Train Car.

@@ TRAIN CAR / @@ REVOLVER SPRINGS

The door on the West, at the front of the Train Car, cannot be opened.  If you
want to know what's through there, use your imagination; Daedalus has denied us
that knowledge.  Turn East and walk to the back of the car.  The door in front
of you can be opened, and leads to the back end of the car itself, which gives
you another excellent look at the Center, and, on the right, a ledge.  That
ledge will be important.  Go back into the car and open the door on the South
side.  Step out onto the platform.  Welcome to Revolver Springs.

Open the door and step into the Train Depot.  No much to do here except pass
through to the South.  Immediately to your East is the Saloon.  You can pass
through the swinging doors and look around if you like.  The Whiskey Bottle on
the bar can be taken, but serves no actual purpose other than to give you a
humorous message if you Use it.  Immediately across from the Saloon is the
Cemetery, but you can't go in there.  (Why would you want to anyway?)

Two steps South lie the Daily Bullet on the East and the Sheriff's office on
the West.  Inside the Bullet is a printing press, but you have nothing to print
on at the moment.  In the Sheriff's office, search the desk drawer for the
Brass Key.

To the South of this end of town is the Old Mine.  Here you'll see a mine car
waiting patiently on the tracks.  Moving East down the tracks brings you to a
dead end -- something is blocking the tracks.  Can't do anything about it for
now.  Return to the Elevator Lobby in the Hotel (pass back through the Train
Car, Dim Tunnel, Crystal Cliff and Reception Area, then use the Elevator to go
down to the Middle Level.  Note how the Elevator has changed).  Go back to Room
14 in the Hotel.

@@ ROOM 14

Use the Brass Key to unlock the wardrobe and take the contents -- a Journal and
a Card Key.  Read the Journal, then head back to the Elevator Lobby.

Exit the hall to the West, back to the laughing clown face.  This is the
Entrance to the Mirror Maze.

@@ MIRROR MAZE

There are three large mazes in the Labyrinth, and this is the first.  However,
because you have a map with your position noted on it, you can't really become
lost.  Explore to your heart's content.  If you see Morgan the Magician, a
fortune-telling machine, don't give him your only quarter -- you'll want that
back, as the game says.  You can come back to him later, or check his list of
fortunes at the end of this document.  Make your way toward the center of the
south side of the Mirror Maze.

For those who are impatient, the solution is as follows, starting from the
Entrance (looking at the clown's ugly mug):

W, W, N, W, W, S, E [to Morgan's room], S, E, E, S, W, W, S

You're now in a Control Room with a strange machine.  Look more closely at the
center of the machine, with the buttons.  Above the strange characters is a
slot where you can put the Card Key.  Once the Key is inserted, press the blue
button.  The screen fades and reforms with an odd sound.  As you can probably
guess, you've been teleported.  You are now in a Museum.

@@ MUSEUM

Your Card Key is still in your inventory, never fear.

You can check the monitor with the image of Earth if you like.  It has a little
information.  To the East are several displays (rather humorous in some cases).
East of the displays is another room with a monitor below a window --
apparently you're on the Moon, and that appears to be a Monolith outside
(better hope HAL-9000 isn't watching).

North of you, on a pedestal, is an Alien Belt you can pick up that serves no
purpose whatsoever besides looking nice.  South are three levers -- purple, red
and yellow.  Throw the red and yellow levers, but don't touch the purple one
for now.  If you do, you'll have a problem.

Return to the Control Room and press the green button.  You'll be teleported
again, this time to the Library.

@@ LIBRARY

There's a monitor to the West in the Control Room.  One step South is another
monitor on the West.  This one begins to convey the seriousness of your
situation -- Minos is appearing simultaneously at multiple points in history
and taking over the world!

Down the East corridor is another lovely view of the Center.  The South
corridor leads to a ladder.  Once you ascend this, you'll be facing North
again, so don't get too turned around.  There's a bubblegum-machine like device
here with a single button.  Go ahead and press it.  You'll be teleported one
more time, to a Cave.

@@ CAVE / @@ MOUNTAIN ROAD

The cave is just the single room with another of the teleporter machines.  Exit
to the East and pause a moment.

That's an awful lot of falling rocks.

You'll be able to pass this way once, and once only, without any protective
headgear.  Step East and count yourself lucky.  You're now in a Cretan Hall.

@@ CRETAN HALL / @@ CRETAN PALACE

The architecture and decoration here is some of the most beautiful in all the
Labyrinth.  Head East through the door into a North-South hallway with more of
the same wonderful design.  Turn left and head North several steps, through the
northern door, to a platform.  You'll be face to face with the Center of the
Labyrinth.  You can't reach it at this time, unless you can fly -- and since
you aren't Daedalus or his son Icarus, you probably can't.  But remember this
place well, because your goal is literally in sight.  Head back South and exit
through the South door.

You're now in a Cretan Palace.  This area is a simple grid of nine sections,
three by three.  In the center section is something that looks like a fountain
pool.  Look into it.  Inside is a Labrys, a double-headed axe which lends its
name to the word "labyrinth".  Take this mighty weapon.  Look around some more
if you like.  On the West side of the middle West section is a door with a
strange lock.  The Northeast-most section has both the door you entered by, on
the North, and a door out, on the East.  Go East through there into the
Courtyard

@@ MEDIEVAL MAZE

Step East through the archway into the first room of the Medieval Maze.

This is the second of the large mazes.  Once again, it's impossible to get
lost, since you have an excellent map in your posession.  The exit is in the
Northeast corner, but there's something else you want to find first.  In the
Southeast corner is a Helmet.  Take it (Use it to put it on -- don't worry,
there's no one around to laugh at you for it), then find your way out.

For the impatient, from the Courtyard, facing East:

E, S, E, S, S, E, E, E, N, E, S [take Helmet], N, N, W, W, N, E, E, N, N

Exit the Medieval Maze into a Weird Cave.

@@ WEIRD CAVE / @@ CLOSET / @@ 1950'S DINER

To your North you will see a door with steps.  Enter that door.  NOTE: You will
actually ascend two flights of stairs, which means that at the top you will be
facing South.

At the top of the stairs you will see a can of paint.  Take it, it's one of the
most important of all objects in the Labyrinth.  You'll find out why later.
Turn right and go West into the 1950's diner.  Take a moment to look around and
admire the modeling that went into the objects in here.  When you're done, go
North along the bar two steps.  Note the Jukebox, but DO NOT ATTEMPT TO USE IT
YET.  Turn left and go East down the hall marked TELEPHONE.  Admire the
pictures on the North and South walls for a moment, then keep walking.

Wow, look it's the Center again.  To your right, on the North, is a door for
the TOILET, or so it says.  To get through here will cost you a quarter.  That
was a lot, back in the 50's.  On the South wall is a very important object,
however.  The Telephone here isn't for making calls -- pop your sole quarter
into it and watch what happens.

Take the reward and go back into the Diner.  Pop a quarter into the Jukebox and
grab the Silver Key that pops out in the change return.  Now come back and
enter the bathroom door, which will cost you another 25 cents.  Looks like this
wasn't a bathroom after all...

@@ HEDGE MAZE

The largest of the three large mazes.  There are no objects to be found here,
but the scenery is very pretty and relaxing.  The exit is in the Northeast
section, one block West of the very northeastmost block.

For the impatient, from the diner's telephone room:

N, N, E, E, N, E, N, N, W, N, N, E, E, S, E, N

You emerge into a Construction Site.

@@ CONSTRUCTION SITE

There isn't much to do here except obtain the Screwdriver and a vital clue.  Go
north, then turn left and look at the paper on the East wall.  I wonder what
this could be for...  This is the solution for the slide Puzzle back in the
Theater.  If you check your map, you're right near that location.

In case you don't feel like writing it down yourself:

-------------
| 7| 2| 9|10|
-------------
| 1|11| 5|13|
-------------
| 8|15|14| 2|
-------------
| 3| 4| 6|  |
-------------

Now, you have to walk back through the Hedge Maze, Diner, Medieval Maze, and
Cretan Hall.  This is where your Helmet comes into play, allowing you to walk
back past the rockfall on the Mountain Road.  Return to the Library and
teleport back to the Mirror Maze (orange button).  Work your way back through,
take the Elevator up and go through the Theater to the puzzle.  Solve the
puzzle.  The wall opens up and you pass back through to the other half of the
Construction Site -- a Cellar.

@@ CELLAR

Take a look at the cask sitting on the sawhorse table.  Feeling nervous,
Fortunato?  Now head East (and note the location change to Construction Site).
The box on the sawhorse on your left has two items you'll want, the Gold Key
and the Bicycle Pump.

Note that the wall has fallen through here also, allowing you to pass back to
the Hedge Maze if you so choose.  This was a great boon to me ages ago when I
wandered aimlessly for hours through the Labyrinth, but it won't be necessary
for you at all.  Go back to the Waiting Area.  Unlock the door on the North
with the Silver Key and step into the Detective's Office.

@@ DETECTIVE'S OFFICE.

That statue on the desk caused a lot of trouble for Humphrey Bogart, but it's
not vital to your quest.  Take it if you want it.  What is vital in here are
the Notes and the Iron Key.

Revolver Springs was destroyed on May 1, 1882.  No graves were found.  That
might have something to do with the Professor's difficulties.  If you could
help him find those graves...  But how?

It's time to go find a use for the Gold Key.  Head back down to the Hotel, and
unlock the door to the South of the bathroom with the Gold Key.

@@ HOTEL

Just what is that rock wall on the East with the combination-locked door?  It
will be important in a little bit.  Turn to the West and step into the closet.
Note the sign: "Drop off laundry and a newspaper for room 14."  That was the
Professor's room, wasn't it?  Combine that with the laundry chute back over at
the end of the hall and it looks like you should keep your eyes open for
something to wash, doesn't it?  Now, the only trouble is, where to get a
newspaper, and how?

Remember that in Revolver Springs, there was a printing press but no paper.  So
you'll want to find some paper.  To the South, on the shelves, there just so
happens to be some blank paper!  You should be able to figure out what to do
with it.  Nevermind the broom, bucker or teapot, they're just more useless
items.  Head back to Revolver Springs by way of the Crystal Cliff.

@@ REVOLVER SPRINGS

Immediately head to the Daily Bullet.  Insert your paper into the printing
press and activate it (Move it).  You now have a newspaper with the information
the Professor needs.

Before leaving town head back into the Mine.  You must do this now or you will
become stuck and have to start the game over again.  You will note that the
bridge section has been removed.  Push the mine cart.  It will crash into the
door at the end of the tracks, bashing it open.  Enter this space and ignore
the temptation to prove yourself King Arthur -- the sword is useless.  But
before you leave, close the door.  Take the Lantern.  YOU MUST HAVE THE LANTERN
FOR THE NEXT AREA, OR YOU WILL BECOME STUCK.

Bring the newspaper all the way back to the Hotel and place it under the sign
for delivery to the Professor's room.  Now for the Screwdriver's purpose.  Head
back to the subway car.

@@ SUBWAY CAR / CITY STREET

If the Subway car is flattened, use the Bicycle Pump to reinflate it.  Very
humorous image, that.  Check all around the car and click on the pair of legs
you find.  Look out for Munchkins!

Take the South door out of the car and walk up to the bolted door.  Use the
Screwdriver on the lock and then take out the Screw.  The door will now open.
Step through onto the city street.

Immediately on your left (East) side is a newspaper vending machine.  No, you
can't use this newspaper for the Professor, it's well past his time and doesn't
tell him what he wants.  Step forward (South) once, then pause.  Two things:

First, make sure you have the Lantern.  If you do not have the Lantern you will
not be able to extricate yourself from the next area and will have to start
over (unless you have a backup save earlier on).

Second, Make sure your sound isn't up too loud.  This next sound effect is a
doozy.

Now, take another step South and be treated to a thunderclap in your ears.
Didn't your mother ever teach you not to cross the street against the light?

You will now be treated to a surreal image scrolling past -- you're falling
down a hole.  At the bottom, you bounce, then settle.

That hurt.

@@ BOTTOM OF A WELL / @@ SURREAL MAZE

Examine this area to your heart's content.  The imagery is something.  When
you're ready, step south.

Attempting to check your map here is useless.  "This maze appears to be too
surreal to map," it says.  No kidding.  This maze is effectively infinite in
size, yet is constructed of only nine rooms.  These rooms "wrap around",
connecting to each other in a series of loops.  The rooms are laid out like
this and described very briefly below:

-------
|1|2|3|
-------
|4|5|6|
-------
|7|8|9|
-------

1: Living Room
2: Orbs and Conveyor Belts
3: Bones and Water
4: Pyramid Pedestals
5: Gears
6: Ripples and Space
7: Morphing Bricks
8: Glowing Glyph
9: Ribbon Fountain

Now, you could wander about this maze endlessly, but the solution is so simple
as to be annoying.  (It would have been nice if clues had been left for this
one, since it's the only one that isn't instantly solved by just checking your
map.)  The solution is as follows from the Bottom of the Well:

S, E, E, E [wraps back to the Living Room}, N [which takes you to the Morphing
Bricks room, NOT the Bottom of the Well], S

Once you've exited that maze, you're now East of the Ziggurat.

@@ ZIGGURAT

Save your game in case you get hit by a glitch here.  Now, go West up to the
top of the Ziggurat and turn (Move) the pillar.  If your game locks, you got
hit by the glitch.

Assuming you turned the pillar, take a moment to light (Use) your Lantern.  Now
head down to the middle of the stairs and enter on either the north or south
side.  Fear not, your lantern will never go out.  This is the Labyrinth of
Time, not Zork.

Entering through the South door allows you to take three steps west and grab a
dirty Shirt.  This must belong to the Professor -- bet you know what to do with
it!  Explore the Ziggurat to flesh out your map, then throw one of the three
levers you find -- Yellow, Red or Purple.  You'll instantly be teleported to
the ledge of the Cretan Hall, facing the Center.

Note the bridge segment that appeared.

Return to the Hotel.

@@ HOTEL

Take the dirty shirt to the Laundry Chute, then return to the closet.  The
shirt will now me clean and, with the paper, causes a stunning alteration in
history.  Look at the Journal -- it's changed!  Now the Professor has both his
information and his lucky shirt.

The combination for the six-digit lock on the door behind you is Lyon's
birthdate, which you can derive from simple math.  That date is:

04-08-72

Step into the Tomb.

@@ TOMB

Stepping South brings you toward the Sarcophagus of King Minos himself, the
dirty rat.  You know he's not in there, so gather up your courage and open it.
What is in there is the Cretan Ornament.  Hmm... this shape looks familiar.
There's also a Pith Helmet that you can wear in place of the Greek one, if you
wish.

Now, return to the Ziggurat and flip another lever.  Once back at the Cretan
Hall, head to the big open area and put the Ornament (Use it) into the lock you
saw earlier.  The door opens to admit you to the Throne Room.

@@ THRONE ROOM

Rather impressive, isn't it?  Move the throne and take the can of Acme Fresco
Paint (Wile E. Coyote might want it).  Now, go back to the Ziggurat and throw
the final lever to complete the bridge.

Cross the bridge to come face to face with your goal.

@@ CENTER OF THE LABYRINTH

The Minotaur here looks more like an animatronic wall display.  There are two
mirrors here that seem to be shedding light onto it.  (Note how the head turns
when you move.)  Perhaps the mirrors are creating the Minotaur?

Use your two cans of paint on the mirrors.  The Minotaur is defeated.

Now place the Labrys into the hole, and up pops the Keystone of the Labyrinth.
Now all you have to do is destroy it!

Unfortunately, nothing you currently hold will do that.  So what will?

Remember everything you've read and seen.  There was one empty display in the
Museum that should have held something important...

@@ MUSEUM

Before you do this, make sure you have the Iron Key, or once again, you're
stuck.

The Mayan Talisman that was used to cause such great havoc in the ancient past
is now there for the taking.  Grab it and return to the teleporter.

You're now in jail, you naughty thief.

@@ JAIL

The Iron Key will let you out of the cell.  You can take the gun, on the bed
under the covers, if you like, but it does nothing.  Let yourself out and go
back to the Center with the Talisman.

@@ CENTER

Now, it's game over for Minos.  Use the power of the Talisman on the Keystone
and the Labyrinth will be destroyed forever.

Daedalus appears to deliver brief thanks, then flies off, leaving you...

..where?


3.) MISCELLANEA

MORGAN'S HINTS
Once you get your quarters from the Telephone, you can get some cryptic hints
from Morgan the Fortune Teller in the Mirror Maze.  Those hints are listed
below.

"Whatever will be will be - Doris Day"
"It's all done with mirrors."
"If one could speak to the past, how would it answer?"
"Some doors were never meant to be opened."
"Sometimes a closed door is greater than an open one."
"You will meet a tall dark stranger."
"The future is what the past has made it."
"If you cannot reach your goal, you must learn to build bridges."
"A blank piece of paper is full of potential."
"Beep Beep - Harpo Marx"
"Great power hides behind the thrones of Kings."
"Morgan the Magician says you should figure it out yourself."

LABYRINTH OF TIME II
Unfortunately, this game never materialized.  Apparently Terra Nova didn't do
so well, and EA didn't care much to continue on their own.

SIMILAR GAMES
If you liked Labyrinth of Time you'll probably find enjoyment in the games
listed below.  This list is short, representing only similar games I myself
have played.

Myst
Riven (Myst 2)
Myst III: Exile
The 7th Guest
The 11th Hour
Qin: Tomb of the Middle Kingdom
Karma: Curse of the 12 Caves
MILO
Jewels of the Oracle
Jewels of the Oracle 2

SPECIAL THANKS
Thanks on this one go to Mr. Schenck and Mr. Todorovic for their wonderful
work.  This has been my favorite PC game for over ten years and probably always
will be.  I have wandered the Labyrinth in my mind many times thanks to them.

Thanks also go to Electronic Arts, to those who have enjoyed the game for so
long, and to the authors of the few other LoT walkthroughs I have been able to
find:

-- Steven Den Beste
-- Pamela Sears
-- An unnamed fellow who has my thanks regardless.


** Document Copyright (c) 2003 Andrew M. Modro.  All copyright on this document
is maintained.  This document may not be posted without permission.  Portions
of the text of this document may not be used without permission.  Author email:
[email protected]