Just Adventure original
Ark of Time Walkthrough by John van Heerden
The unaltered guide: no contents list, no checkboxes, no page breaks. This is what the archive holds. Back to the reading view
Basic Walkthrough
April,
08 2001
When
the game starts for the first time, watch the intro to get a brief
history on the game.
Controls
The
game is completely controlled by the mouse.
Left Click: Get information on an item
Right
Click: Get or use an item. Some items
in your inventory can be used with other items in your inventory.
Simply right click on an item in the inventory and click on the item
you want to use it with. If the items can be used together a new item
will appear in your inventory.
N.B.
Follow all conversations in the game carefully as some of them contains
clues. Left click and right click all items mentioned in this walkthrough
as they may contain important information as well.
THE
GAME
1. At the Office
·
On your first encounter with the editor,
the conversation that follows is automatic. Listen to what he has
to say.
·
Although there are items in the room
that can be clicked on, none of them is needed in the game.
·
Right click on the office door to
exit to the map screen
·
Click on the Caribbean button.
2. The Caribbean
·
Go to painter and talk to her until
she gives you her pot full of dirty water.
·
Exit the screen to the left, slightly
below the blue museum sign.
·
You are now on a small beach. Enter
the bungalow and take the dirty mug, the Mexican coin and the professor’s
notes from the table against the wall.
·
Exit the bungalow and return to the
village square. Exit the screen to the far right. You are now outside
the museum.
·
Use the Mexican coin with the fountain
tap, open the tap and use the pot full of dirty water with the fountain.
Now the pot is empty. Use it again on the fountain to fill it with
clean water.
·
Return to village square and give
the clean water to Aunt Judith. Be sure to take the pot again once
she has finished with it. It will be filled with dirty water once
again.
·
Return to the museum and talk to the
curator to gain entry to the museum.
·
Once inside, examine the painting
of the pirate on the wall and go through the other entrance.
·
You are now in the gunnery.
·
Examine the shield on the wall. Enter
through the opening in the wall to the library.
·
Go to the window and open it.
·
Use the pot full of dirty water on
the window.
·
Now take the ancient letter from the
book on the table and leave the museum.
·
Return to the village square and go
to the pier, by clicking slightly to the left of the church.
·
Enter the pier and talk to the sailor.
Use all possible speech lines on him. He will eventually give you
a magnet.
·
Return to the museum and enter the
gallery.
·
Use the magnet the sailor gave you
on the compass below the picture of the pirate.
·
Go to the gunnery and turn the shield.
Pick up the piece of cloth that fell from the wall and enter through
the newly discovered opening.
·
Take the dagger and the manuscripts
from the table and open the trunk that has some rags protruding from
it.
·
Take the parchment.
·
Exit the gunnery and leave the museum.
·
Once outside the museum, use the dagger
on the gum tree.
·
Use the mug from the bungalow to get
some gum resin.
·
Return to the sailor on the pier and
show him the manuscripts you found in the museum.
·
Bargain with him to take you to the
coordinates mentioned in the manuscript. You will eventually have
to go find his crab in order to be taken there.
·
Exit the pier and go to the beach.
·
Use the mug of gum resin on the flat
rock. After the crab has fled into the crack, drop the crab bait on
the flat rock as well.
·
Retreat back to the bungalow. The
crab will re-emerge from the crack and get stuck to the resin. Go
back and take the crab.
·
Return to the sailor and give him
the crab.
·
Go to the museum and fill the painter’s
mug with water.
·
Go to village square and give the
mug of water and the crab to Aunt Judith.
·
Return to the pier and give the now
white crab to the sailor. The next sequence of events is automatic.
3. The Dive
·
Once at the bottom of the ocean, go
left towards the bathyscaph.
·
Right click on the bottom of the bathyscaph,
towards the front and open the compartment.
·
Go right, pass the mooring rope, until
your are standing in front of the underwater city.
·
Examine the Megalithic portal and
the portal lock in order to identify items that will be discovered
later in the game.
·
Return to the mooring rope. You will
not need to return here until the game is almost over. You will now
be back on the pier with the sailor. Return to the village square
and exit to the map screen. Click on the newspaper icon and return
to London (The office).
4. At office
·
Right click on the black box in your
inventory and give it to the editor. Listen to the recorded conversation
that follows. Afterwards the editor will tell you that you have to
go to investigate the church mentioned on the black box.
·
Exit the office and click on the new
icon of the church.
5. St. Theodore
(The church)
·
Got towards the well and get the bucket.
·
Use the piece of cloth in your inventory
on the mug of resin.
·
Now use the sticky cloth on the bucket
to close the hole.
·
Go back to where you started of when
you first entered the screen.
·
Click on the wall behind the church.
You should click slightly to the right of the church wall.
·
Use the bucket on the dairy cow to
milk her. You now have a bucket full of milk.
·
Return to the medieval church and
go towards the far right of the screen, pass the well, until you reach
the little girl on the ladder.
·
Use the full bucket of milk on the
cat to gain her trust and pick her up.
·
Return to the front of the church
and use the cat on the broken window.
·
The little girl will then enter the
screen to save the cat. When she leaves she will not take the ladder.
Enter the church through the broken window.
·
Once inside, examine everything in
the room.
·
Remove the door bolt from the church
door
·
Take the urn from the table to the
right of the screen.
·
Use the large door bolt on the confessional
booth.
·
Enter the underground passage.
·
Go down the hole next to the menhir
to underground chamber.
·
Use the professor’s notes on the hieroglyphics
beneath the sculpted picture.
·
Go to the alcove with the bones and
take the medallion.
·
Exit the chamber and return to the
church.
·
Open the oak door and exit the church.
The next sequence of events is automatic.
·
After the brief weather display re-enter
the church and pick up the strange object that fell from the lightning
struck window.
·
Exit the church and go to the map
screen.
·
Two new icons, Eastern Island and
Stonehenge, should have appeared on the map, but go back to the office
for now.
5. The Office
·
Show the copied inscriptions to the
editor.
·
After the conversation that follows,
exit the office. Algiers will now have appeared on the map. Go there.
(Picture of Castle on map)
6. Algiers
·
Talk to the Taureg woman outside the
tent. Exhaust all conversation possibilities.
·
Enter the fort.
·
Go to the first cell and speak to
the prisoner. He will tell you about a holy man. Continue talking
to the prisoner until he gives you a ring.
·
Return to the Taureg woman at the
tent and give her the ring. Then ask her permission to enter the tent.
·
Once inside, examine the remains of
the pot on the floor.
·
Go to the back of the tent and examine
the hole in the canvass.
·
Exit from the tent and speak to Lallah
once again. She will tell you about a crash that woke her while she
was sleeping.
·
Re-enter the tent and examine the
base of the center post to discover where the bullet, that’s stuck
in the base of the pole, came from.
·
Exit from the tent and speak to Lallah
once again. She will then give you a piece of bread.
·
Go to the fort and give the bread
to the prisoner.
·
Talk to the prisoner and ask him about
the bread. He will now give you a lockpick.
·
Not much can be done here for now.
Exit the fort and go to the map screen. Click on the icon of the mountain
on the map.
7. Cave Entrance
(Algiers)
·
Enter the mountain at the opening.
The next scene unfolds automatically.
·
Talk to the holy man. He will tell
you about the sacred gem that was stolen by a man wearing an eye patch.
·
Ask him to translate the Tuareg inscriptions.
You will no know what the object is you found in the church. It is
a Levitium finder.
·
Exit the cave and examine the jeep’s
trails. Then follow it
·
You will arrive at a village.
8. At Village
·
Enter through the open door next to
the sign with the camel.
·
Talk to the butcher. When the conversation
finishes examine the cheese on the floor in front of the rat hole.
·
Ask the butcher about the rat bait.
He will now give you some croquettes. Take it.
·
Exit the shop and go back to the cave
entrance. Don’t worry about the one-eyed man for now. Exit to the
map screen from the here.
·
Now go to Stonehenge.(Circle of rocks
icon at the top of the map)
9. Stonehenge
·
Follow the path that leads to the
workers hut.
·
Use the lock pick on the hut door
and enter.
·
Take the file from the table and the
plum line from the boxes at the back of the hut.
·
Exit the hut and talk to the worker.
He will tell you about the broken drive belt.
·
Go back to Stonehenge an exit to the
map. Go back to the holy man by clicking on the icon of the mountain.
10. Cave Entrance
(Algiers)
·
Enter the cave and use the file from
the hut on the strange door. You now have some Levitium filings.
·
Examine the strange door until you
feel a buzzing in your pocket.
·
Use the Levitium locator on the strange
door.
·
Wake the sleeping man and ask him
about the strange door.
·
Wake him once again a say goodbye.
·
Exit the cave and go to the map screen.
11. Eastern Island
·
Talk to the man that is stealing gasoline
from the car. This happens automatically when you first arrive on
the island. Wait for the conversation to finish and exit to the right
of the screen.
·
Take the shell necklace that is lying
at the base of the first statue.
·
Exit to the far right of the screen
and take the glass jar from the milestone in front of the lighthouse.
·
Enter the lighthouse and examine the
lamp holder, the handle and the far off mountain. Then exit the lighthouse.
·
Go back to the stone heads and exit
the screen next to the last (Smallest) stone head. This path leads
to the gasoline stealer’s hut.
·
Take the rubber tube next to the petrol
can.
·
Show copied inscriptions to Tobias.
He will then point to a path leading to the mountain you saw from
the lighthouse.
·
Click on Tobias once again and ask
him about the ancient legends of the island. At has finished talking
click on him once again and ask him how it’s going. You will now get
a picture of the stone heads as a souvenir to keep.
·
Exit to the left of the screen and
enter the area in front of the cave.
·
Put the rat croquettes in the empty
jar and use the jar on the carnivorous termites. You now have a jar
full of termites.
·
At this point it is not possible to
enter through the cave entrance. Exit the screen and go back to the
airport.
·
Go to the map and then to the Caribbean.
12. The Caribbean
·
Give the picture of Eastern Island
that you received from Tobias, to Aunt Judith.
·
Now give her the parchment you found
in the museum. The picture won’t be ready for quite some time.
·
Leave the island and return to Algiers.
13. Algiers
·
Talk to woman in front of tent and
ask her about the sacred man.
·
Go to the fort and ask the prisoner
about the sacred word to open the door in the cave.
·
He will not tell you until you free
him. Say goodbye and return to the tent outside the fort.
·
Enter the tent next to Lallah’s
·
Talk to the man with the twisted ankle
until he chases you out of the tent.
·
Once outside, use the rubber tube
on the plumline.
·
Now use the shell necklace on the
rubber snake.
·
Go to the dromedary and use the fake
snake on it.
·
Return to the tent and tell the man
about his runaway dromedary.
·
Go back to the fort and enter the
opening through the far wall.
·
Once in the bazaar talk to the merchant
about the dromedary.
·
When he leaves exit the shop and return
to the prison are of the fort.
·
Now the other cell door is open. Got
to it and take the small dish.
·
Exit the fort and enter the now unoccupied
tent. Take the shoe on the floor, exit and go to the map screen
·
Click on the mountain icon
14. Cave Entrance
(Algiers)
·
Go to the village and enter the butcher’s
shop.
·
Use the jar of termites on the meat
on the counter.
·
When the butcher faints, take the
rat bait on the floor and the narcotic powder on the counter.
·
Exit the shop and return to the mountain.
Go to the map and return to the fort.
15. At Fort
·
Enter the fort and go to the bazaar.
·
Use the narcotic powder on the dish
with the food.
·
Give drugged food to dog to knock
it out.
·
Take the small safe from the counter
and enter through the door at the back of the shop.
·
Push the chest against the wall and
go down the secret passage.
·
Pick up the silencer.
·
Click on the steps leading up and
go to the top of the fort.
·
Pick up the telescope lens and the
cartridge case.
·
Use the shoe on the footprints in
the sand in the corner of the roof.
·
Exit from here and go to the outside
of the two tents in front of the fort. Go to the map and travel to
Eastern Island.
16. Eastern Island
·
Go straight to Tobias’ hut.
·
Give the safe from the merchant shop
to him. He will open it for you.
·
When he gives it back to you, click
on it in your inventory to open it. You will now have a small key.
·
Return to the airport and go back
to the fort.
17. At Fort
·
Enter the fort and use the duplicate
key on the jeep. Note the plate number, 517 – 462. The last 3 digits
opens the big safe at the back of the merchants’ store.
·
The goods in the back of the jeep
get added to your inventory automatically.
·
Go to the bazaar.
·
Let them finish there cursing of the
dromedary. When they leave through the back door, right click on the
door to eavesdrop.
·
When they leave to look for the silencer
enter the room and open the safe.
·
Pull the lever and take the contract.
·
Exit the store and go to the prison
area and talk to the guard. You now have gathered enough evidence
to prove the innocence of the prince.
·
The next few minutes unfolds automatically.
But you will have freed the prince at the end of all the talking.
·
Exit the fort and got to the map.
Your mission here is over.
·
Click on the icon of Stonehenge and
go there.
18. Stonehenge
·
Follow the path that leads to the
yard and talk to the worker.
·
Give him the drive belt to fix the
tractor.
·
When he starts the tractor the telephone
in the hut starts ringing. He will go answer it and you will follow
him automatically. His conversation on the phone is of no importance
to you. Click anywhere on the screen the exit the hut and return to
the yard.
·
Go to the tractor and pull the lever.
·
The hole that was covered by the monolith
is now exposed. Enter the hole.
·
Take the strange object and the bronze
cube on the left wall and the cracked crystal cube on the altar.
·
Exit the underground chamber and return
to the map. Nothing left to do here.
·
Go to Eastern Island
19. Eastern Island
·
Go to the lighthouse and enter it.
·
Use the flares from the jeep on the
lamp holder and turn the handle.
·
Exit the lighthouse and return to
the airport. Go to the map and return to the Caribbean.
20. The Caribbean
·
Ask Aunt Judith about the painting
you gave her. She gives it to you and signs it.
·
Exit to the map screen and return
to Eastern Island.
21. Eastern Island
·
Go to Tobias and give him the fake
treasure map.
·
After he has left to go find the treasure,
right click on the gasoline burner to deflate the balloon.
·
Enter the now open hut.
·
Take the car jack, the chrome paint
and the shard of glass from the broken window.
·
Exit the hut and go to the cave entrance
to the left of the screen.
·
Enter the cave.
·
Use the rubber tube on the little
fountain and enter the newly discovered secret passage.
·
Once inside, pick up the parchment
and use the car jack on the tombstone
·
You will see some human bones at the
back of the tombstone as well as a medallion. Take the medallion.
·
Exit from the cave and return to the
four stone heads. Tobias will be busy digging here. Talk to him.
·
When he eventually leaves, go to the
map and return to the Caribbean.
22. The Caribbean
·
Go to the pier and tell the sailor
about his brother and the treasure.
·
When he leaves, take the metal net.
·
Exit to the map and go to the cave
where the holy man lives.
23. Cave Entrance
(Algiers)
·
Follow the jeep trails and go to the
village
·
Use the telescope lens in your inventory
with the rusty hole on the jeep.
·
Go to the side of the butcher’s shop
and meet the one eyed man that stole the gem from the holy man.
·
Talk to him and ask him what he is
doing. He will explain the game to you. When he asks if you want to
play, accept the offer.
·
You will lose this game. When he wants
you the play again, decline the offer. At this point the tyre of the
jeep will explode. When he leaves, you have an opportunity to rig
the game in your favour.
·
Remove the snuffbox from the dirty
mug in the middle.
·
Use the Levitium fillings from the
cave on the snuffbox to fill it.
·
Put the snuffbox back under the mug.
·
When the one-eyed man returns, ask
to play again. Keep on playing the game (you cannot lose anymore)
until he gives you the gem he stole from the holy man. A bit of a
stupid setup this, as the snuffbox is always under the middle mug.
Anyway you needed that gem.
·
Exit to the village and go to the
cave entrance. Enter the cave.
·
Wake the holy man and tell him the
sacred word.
·
Follow him into the room behind the
wall.
·
Give the sacred gem that you got from
the one-eyed man to the holy man.
·
Insert the magnetus bar into the hole
in the mechanism with the sunlight shining on it.
·
The machine will still not work. Get
the sacred gem from the holy man. Once it is placed on top of the
machine the helmet automatically gets attached to your head. Listen
to the log of BIZZE R. That log is saved on the medallion that was
already in the mechanism when you entered the hidden room behind the
secret door in the holy man’s cave.
·
Once the message has run its cause,
remove the medallion from the compartment and insert the one you found
in the bat cave on Eastern Island.
·
Return to the helmet and listen to
the message.
·
When the message of the Atlantean
woman is finished, remove the medallion from the compartment and insert
the one you found in the church at St. Theodore.
·
Remove the medallion from the compartment
once it has run its course.
·
Click on the parchment that belonged
to the woman of Atlantis to determine the co-ordinates of the Yucatan
jungle.
·
Exit the cave and go to the map. You
now have a new location on the map, Yucatan. Don’t go there just now.
Go to the church at St. Theodore’s.
24. St. Theodore
(The Church)
·
Enter the church and go to the excavations.
·
Look around to see if you notice a
rat. If not, go towards the far right of the screen, to Archaeological
digs and use the rat bait on the rat below the tombstones, that is
set in the wall.
·
Get the sleeping rat and return to
the map screen. Click on the icon of the pyramid and go to Yucatan.
25. Yucatan
·
Go towards the far right of the screen.
·
Talk to the Mystic.
·
Return to the forest and click on
the space between the two trees and the dark rock.
·
At the Pyramid, use the sleeping rat
on the boa constrictor and pick up the sleeping snake.
·
Do not enter the pyramid yet. Go to
the back of the pyramid.(Left side of screen)
·
Use the cartridge case on the thin
bronze tube to make a blowpipe.
·
Use the makeshift blowpipe with the
nest. Right click on the nest to get the egg.
·
Go back to the front of the pyramid
and enter it through the bottom door.
·
Press the four buttons to move the
directional lever.
·
Exit the pyramid and return to the
forest.
·
Once in the forest use the chrome
sprayer on the piece of broken glass from Tobias’ hut. You now have
a mirror.
·
Place the mirror on the sun-bleached
rock.
·
Take the yellow flower.
·
Return to the mystic and tell him
about your discovery in the pyramid.
·
After he has told you about the objects
you’ll need to enter the pyramid, return to the map and to the butcher’s
shop in Algiers.
26. Cave Entrance
(Algiers)
·
Go to the village and enter the butchers’
shop
·
Take the thighbone in the tray on
the counter after the butcher has told you his sad story.
·
Exit the shop and return to Yucatan.
27. Yucatan
·
Go to the mystic and give him the
thighbone, the yellow flower, the egg and the sleeping snake.
·
Ask him about the pipe and the sacred
snake.
·
Use the pipe with the marks on the
idol.
·
Return to the pyramid and enter the
snake room.
·
Use the following sequence of moves
on the directional buttons to open the door at the back of the pyramid.
UP UP RIGHT UP UP DOWN UP
·
Exit the pyramid and enter through
the open door at the back. Examine everything.
·
Exit the room and return to the mystic.
Ask him about the symbols in the room.
·
Follow the path the old man showed
you.
·
Use the metal net on the crocodile
and return to the mystic.
·
Talk to him.
·
When the mystic leaves, enter his
hut and open the coffer.
·
Take the cubes in the coffer and return
to the back of the pyramid and enter the room.
·
Place the eight cubes from the hut
into the cubicles in the following order:
Cubicles
below symbol of snake:
In
the top two cubicles: 2 Smiling faces pointing at each other.
In
the bottom two cubicles: 2 Frowning faces pointing away from each
other.
Cubicles
below the other symbol:
In
the top two cubicles: 2 Frowning faces pointing away from each other.
In
the bottom two cubicles: 2 Smiling faces pointing at each other.
The
door at the top of the pyramid now opens.
·
Go to the newly discovered room and
enter it.
·
Press the crystals to note their colors.
·
Leave the pyramid and return to mystic.
·
Ask him about his swim. He will now
give you a medallion.
·
Return to the holy man in the cave
to use the medallion in the mechanism.
28. Cave Entrance
(Algiers)
·
Enter the cave and go to the inner
cave.
·
Place the medallion the mystic gave
you into the compartment and use the helmet.
·
Listen to the message. It will be
cut off by an unnatural snowstorm in the dessert.
·
Exit the cave and go to Yucatan.
29. Yucatan
·
Go to the pyramid and enter the room
at the top of the stairs.
·
Set the crystals in the heads to the
correct color with the following process:
Black head
= Blue Crystal
Blue head = Red Crystal
Red head = Green Crystal
Green head
= Black Crystal
Yellow
head = Yellow Crystal
The
tomb will open.
·
Enter the tomb and take the crystal
cube from the altar.
·
Exit from the tomb and go to the map
screen.
·
Go to Stonehenge
30. At Stonehenge
·
Place the Levitium Locator on the
center rock.
·
Place the crystal cube on top of the
Levitium locator.
·
When the color on the cube changes
to red the locator will be fully charged. Here your timing has to
be right. In order to pick the locator up in it’s fully charged state,
wait for the cube to change to yellow, as soon as it becomes yellow
pick it up. This means that the moment you actually lift the cube
of the locator it will be red. If at first you don’t succeed in picking
up a charged locator, place it back on the rock and try again.
When
the charged locator is in your inventory it should say recharged Levitium
finder.
·
Return to the map and go back to the
pyramid in Yucatan
31. Yucatan
·
Once inside the top of the pyramid,
enter the tomb and place the charged Levitium finder in the octagonal
hole of the tomb.
·
Once the tomb opens, take the red
metallic disk and return to the Caribbean
32. The Caribbean
·
Go to the pier and talk to the sailor.
·
After he finishes his story, ask him
to take you to your original diving spot.
33. The Dive
·
Once at the bottom of the ocean. Go
to the far right of the screen.
·
Insert the red metallic disk from
the tomb into the portal’s lock. The door opens and you enter Atlantis.
Awesome!!! Atlantis really DID exist.
34. Atlantis
·
Go to the closed door to you right
and try to open it.
·
Go to the filing cabinet and open
the drawers.
·
Enter through the left entrance and
examine the journal on the skeleton’s table.
·
Climb on the elevator and press the
button pointing upwards.
·
Talk to the professor. Then get back
on the elevator and press the down button.
·
Go back to the entrance hall and used
the opened filing cabinet as a ladder to reach the top of the pipes.
·
Use your press pass on the air-grille
above the locked door.
·
Return to the door and speak to Helen.
·
After she lets you in continue to
speak to her until she gives you the insulin.
·
Return to the professor and inject
him with the insulin.
·
He will then give you a key. Return
with this key to Helen’s room and unlock the filing cabinet.
·
Take the four coloured schemes from
the drawer.
·
Return to the skeleton’s room and
go down with the elevator.
·
Read the coloured schemes in the inventory
to learn how to use the mechanism to open the doors.
·
Go to the mechanism with the 3 containers
and use the following sequence of moves to open the doors to the right
of the screen.
Code
for blue door:
Fill red
container by pressing the white button on the red container.
Send red
to green by pressing the green button on the red container..
Send green
to blue by pressing the blue button on the green container.
Empty
green container by pressing the black button on the green container.
Send red
to green by pressing the green button on the red container.
·
Go to the end of the passage and open
the blue door by pressing the lever.
·
Enter the blue room and take the container
of water from the shelf.
·
Use control to open airlock door.
·
Return to mechanism.
·
Empty all containers.
Code
for red door:
Fill red
container by pressing the white button on the red container.
Send red
to green by pressing the green button on the red container.
Send red
to blue by pressing the blue button on the red container.
Send green
to red by pressing the red button on the green container.
Send blue
to green by pressing the green button on the blue container.
Send red
to blue by pressing the blue button on the red container.
Send blue
to green by pressing the blue button on the green container.
Empty
blue by pressing the black button on the blue container.
Send green
to blue by pressing the blue button on the green container.
Empty
blue by pressing the black button on the blue container.
Send
red to blue by pressing the blue button on the red container.
* Go to red door and open it. Enter laboratory.
·
Take ethyl alcohol and little bottle
with white powdery substance.
·
Return to mechanism
·
Empty all containers.
Code
for green door:
Fill red container by pressing the white button on the red container.
Send red to green by pressing the green button on the red container.
Send
red to blue by pressing the blue button on the red container.
Send green to red by pressing the red button on the green container.
Send
blue to green by pressing the green button on the blue container.
Send
red to blue by pressing the blue button on the red container.
Send
blue to green by pressing the green button on the blue container.
Send
green to red by pressing the red button on the green container.
Send
blue to green by pressing the green button on the blue container.
Send
red to blue by pressing the blue button on the red container.
Send
blue to green by pressing the green button on the blue container.
Send
green to blue by pressing the blue button on the green container.
Empty
blue by pressing the black button on the blue container.
Send
red to blue by pressing the blue button on the red container.
Empty
blue by pressing the black button on the blue container.
Send
red to blue by pressing the blue button on the red container.
* Open green door
·
Enter pump room and use empty syringe
on small rubber valve to get chlorine.
* Return to professor
·
Show him chlorine, syringe, bottle
of alcohol, lime bottle and distilled water. He tells you that you
can now make chloroform.
·
Return to the laboratory.
Instructions
to make chloroform:
Put water, lime and chlorine in beaker and boil them.(You will get
salts of lime chloride)
Dissolve these salts in alcohol.
* Use water, lime and chlorine with beaker.
·
Use thermal device to boil the mixture.
·
Look at beaker. You now have lime
chloride.
·
Use empty jar with beaker valve.
·
Click on the valve to fill the jar.
·
Take the glass jar and use the alcohol
on it. You should now have jar of
chloroform.
* Go back to professor and talk to him.
·
Use jar of chloroform on air-grille.
The two men will fall asleep after conversing in some conversation.
·
Now that they are asleep you can enter
the control room.
·
Take the small key next to the porthole.
·
Return to the professor and unlock
the handcuffs.
·
Return to the control room and open
the little door under the control panel closest to you.
·
Remove the weight from the compartment.
·
Exit the control room and rejoin the
professor and Helen in the decompression chamber.(Blue room at the
end of the hallway)
·
After the conversation to decide who’s
going and who’s staying, leave the room and go to the laboratory.
·
Use the plum line on the container
that is partially filled with water.
·
Open the refrigerator and put the
container and plum line inside to freeze the water.
·
Close the fridge and go talk to the
professor or Helen.
·
Return to the laboratory and take
the now frozen water from the fridge.
·
Return to the decompression chamber and use the frozen
water on the control lever on the table.
·
Use the weight from the gyroscope
on the bottle that is now fixed in position.
THE END: The escape sequence unfolds automatically. Watch the ending credits
completely to see what happens to the two crooks.