// JOKER'S WILD \\ // LOST IN TIME FAQ \\ ~CONTENTS~ 1. Foreword [1.1] Version Information [1.2] My Comments [1.3] DosBox [1.4] Notes About The Guide [1.5] How To Contact Me 2. Walkthrough [2.0] Notes for the Independent Player [2.1] The Briscarde, Part 1 [2.2] Manor de la Pruneliere [2.3] The Briscarde, Part 2 [2.4] Island of St. Cristobald 3. Character Profiles [3.0] About This Section [3.1] Yoruba [3.2] Velvet [3.3] Philibert [3.4] Oswald [3.5] Makandal [3.6] Delia [3.7] Celeucie [3.8] Amilcar [3.9] Serapion [3.10] Maximin [3.11] Galipo 4. Mission Report [4.0] About This Section [4.1] Mission Report [4.2] Locations [4.3] Traveling In Space and Time [4.4] Americium 1492 [4.5] Evaluation and Psychological Profile of Doralice Prunelier [4.6] Report Concerning the Activities of Jarlath Equs [4.7] The Conclusions of the "Americium 1492" Affair ---------------------------------------- ---------------------------------------- ---------------------------------------- 1. Foreword ---------------------------------------- // [1.1] Version Information \\ Version 1.0 - This is the first and possibly last version of this walkthrough. IF, for some reason, someone ACTUALLY emails me with a concern, a Q&A might be added to this FAQ. Other than that, I see no need to update. // [1.2] My Comments \\ Honestly, Lost In Time is one of my favorite games. If you find yourself continuously frustrated, don't get discouraged. Even those that don't like the game love the storyline. Some of the puzzles will have you feeling like "why didn't I figure that out sooner??", but the storyline is gripping and the puzzles are tastefully challenging. // [1.3] DosBox \\ This is an updated install version from my previous one. Previously, I was running this on XP. Obviously most people are running something further by now. The old XP way also seems incompatible with Windows 8, which I'm running now, so I thought I'd update this guide. You can do this with a disc in the drive, but I honestly recommend just ripping your disc and mounting it for ease and discless play. Once you have your disc in or mounted, open DosBox. I have my own recommendation regarding where to install and you're welcome to change it around, just make sure you know what you're doing. The first thing you want to do is mount your virtual drives. mount c c:\ mount d x:\ -t cdrom This will make it recognize your C drive as C and your X drive as D. Fill in the X with whatever letter your cdrom or mounted image is on your computer. For example, my disc is on F, so my line is "mount d f:\ -t cdrom". Once you've done that, type in... D: INSTALL This should take you to the install screen. Do a complete install. You should not have to change any of the settings. Let it run the install and then afterward it should run the game immediately. The next time you want to play the game, you will have to give the proper prompts, which are... C: CD\SIERRA\LOST LOST If all goes according to plan, Lost in Time should start up. // [1.4] Notes About The Guide \\ I took most of this section out due to how antagonistic it sounded. The main point is that I don't have the exact answers and sometimes there are multiple ways to go about doing something, so my way isn't wrong just because it's not how you'd do it, or visa versa. Whenever you see all caps, I am referring to an inventory item or a place on the map. This is also a tool for you so you can ctrl+F items you can't seem to figure out where to use or places where you just don't know what to do to move on. I am making a point to try to make this guide as spoiler- free as possible. Even so, there are times where reading ahead may spoil things anyway. Read ahead at your own risk. Finally, look out for the following: ~*~WARNING-WARNING-WARNING-WARNING~*~ If you see that, make sure to read at least a little ahead, as usually that means that the next section is timed or can make you lose in some way if you do it wrong. Most puzzles in this game have no penalty for being wrong other than not advancing, but once in a while a puzzle comes where if you do it in the wrong order or not fast enough, you will get stuck or die, respectively. // [1.5] How To Contact Me \\ My email is YamiKoruchan@gmail.com. Make sure to put something like "Lost In Time Help" in your subject so I don't mark it as spam. ---------------------------------------- 2. Walkthrough ---------------------------------------- // [2.0] Notes for the Independent Player \\ Okay, if you would rather try these on your own first before looking at the guide, here are my basic hints for the game. 1. Look everywhere, even if it seems stupid or pointless. You can find items and hints in the weirdest places and some items don't reveal themselves until you look at something several times (though those are rare). Still, if you find yourself an item short from being able to solve a puzzle, look around and you may find something you can use. 2. When all else fails, use everything on everything. Sometimes the combinations you have to use may defy logic just a bit so experimenting with your inventory and an obstacle can help. 3. Remember that you can combine some items. If you click an item in your inventory, then click the inventory button in the top menu and use that item on a second, sometimes they combine to make something else. This is essential to solve some puzzles. 4. If you're not sure if an area has anything else for you to solve, a good test is to hover over your top menu and hover over your joker button. DON'T CLICK. When you hover over your joker button text will appear at the bottom telling you how many jokers you have left. If you have done everything you can in an area, however, it will say that you have no jokers in that area or that jokers can't be used there. Keep in mind that this hint will not work if you actually use your jokers and are out to begin with. 5. READ YOUR JOURNAL! I know that in most games, a journal about your progress seems stupid and redundant at best, but do know that you get some rather valuable hints in that journal, including how to defeat the final puzzle. As a matter of fact, failure to read the hint for the last puzzle can result in you not knowing what to do and dying. 6. Which leads me into hint six: Don't be afraid to fail at a puzzle. Until the very end of the game where some puzzles are timed and have fatal results if flubbed, most of the puzzles until then are perfectly harmless. // [2.1] The Briscarde, Part 1 \\ You start the game with three items. PAINT REMOVER, PLIERS, and a SMALL PIPE. You start in the HOLD of the Biscarde. The only thing on this screen you can interact with at this time and actually get anything done is the stool. Click the stool to zoom in on it, then click it again in the PIP (Picture-In-Picture) to see the underside. Right-click to open your inventory and click the PLIERS. Use them on the NAIL under the stool to pull it out. Right-click to put the NAIL in your inventory. Next click at the left side of the screen where your cursor becomes a green arrow (henceforth referring to as panning). Click on the leftmost barrel to get the LAMP. Pan left again to a third screen with a post, another bucket, some barrels, and an opening. Use the LAMP on the barrels in the back corner and click the object against the wall to get the SPONGE. Use the SPONGE on the bucket, then click on it again to get the WET SPONGE. Use the LAMP on the OPENING to go to the BILGE. On the first screen you come to upon entering the BILGE, click on the rightmost barrel to get the OIL. Pan left to see the pump. Before you do this step, if you want to amuse and slightly sicken yourself, try clicking on the dirty water. Now that you've thoroughly given Doralice a reason to burn off her hands when this adventure is over, click on the pump to do a PIP zoom and use the OIL on the handle. Click on the handle to pump out all the nastiness. Now pan left again and click on the chain in the corner to get a closer look. Click on the CORKSCREW and put it in your inventory. Apparently Doralice can't stick her hand in the nasty water to grab a corkscrew and has to go through all the hastle of pumping out the water but if you clicked on the water, you might understand I suppose. Now click on the ladder, which should turn your cursor into an opening and closing door, to go back to the HOLD. Use the WET SPONGE on the poster to curl it off the wall. Next use the CORKSCREW to take the knot in the wood off. Click on the hole left over to start a cutscene. You can watch or hit ESC to skip it. After it is over, you get a KNIFE from Yoruba. Pan right and use the KNIFE on the post in front of you to create a step, which Dora uses to get to the MID DECK. You can try to open the door that you hear scratching behind but it won't do you a bit of good yet. Instead pan twice so you're looking in the opposite direction of where you started. Use the PLIERS on one of the wooden pegs in front of you to knock out a WOODEN PIN. I don't know if it will work with any of them, I generally just pick one from the middle rack. After that, pan to the right. You'll notice that clicking right in front of you will make you walk towards the back of the ship. Do so twice, as there's nothing you can do in the closet to the right at this time. In fact, you will notice many things in this place that look like puzzles that need solving, but you do not have the resources at this time to do so. After moving towards the back twice, pan left so you're facing three containers on the floor, one upside-down. Click on the middle one to look inside and click on the towel inside it to pick up the TOWEL. After that, pan right and go to the very back of the ship. Once there, pan left and use the TOWEL on the ring hanging from the ceiling. After that, pan right and you'll notice a hole in the wall. Click on it to PIP and click on the SOAP inside it to pick it up. Pan right (it's okay that the hole in the wall closes) and examine the cannonball just in view to get closer. Click on the broken OAR by the cannonballs to add to your inventory. Pan right, go all the way to the front of the ship, then pan left. Pick the CORKSCREW from your inventory, then hover your cursor at the top of the screen so the menu pops up. Click on the inventory icon, then click on the SOAP to use the CORKSCREW on the SOAP and make SOAP SHAVINGS. Use the SOAP SHAVINGS on the bottom of the sliding door and click it to open it and start a cutscene. // [2.2] Manor de la Pruneliere \\ Okay, so you start at the manor with a stocked tractor and a horse as a squater on your property. First let's raid the tractor. There are four items to get: the APPLE on the top of the tractor in the basket, the SMALL PIPE from the toolbox, the PACK from the toolbox, and the BATTERY from the floor of the tractor. Once you have those things, use the APPLE on the horse to get it to move. Click on the dartboard on the gate to get a PIP and click it again to read the note. You get to keep the DART. After that, click on the dartboard again to see the lock locking the gate. Use the SMALL PIPE on the BATTERY to suck up some battery acid, then click on the lock to pour it in so you can break in. Once in, ignore the well and the lighthouse and click on the entrance to the manor. Once in front of the door, click on the PORTRAIT above the door to take it. Click on the top of the pile of logs to take a LOG. Then try the door handle to get the HANDLE. Apparently some moron left the key in the keyhole so use the DART to poke it out. After that, click the bottom of the screen to go back to the front yard, which is labeled on your map as the WELL. Click on the lighthouse to go to the BACKYARD. Once again ignore the lighthouse for a moment and click on the Strange Building. Use the PORTRAIT on the hold in the steps. After you do that, click on it to pull up a small memorial plaque. The answer to this puzzle is the age of Philibert when he died. This varies from save to save but is generally somewhere between 30 and 40. Enter the age and then click on the cross. An elevator will rise up but it is useless at the moment. Click the bottom to go to the BACKYARD again, then click on the lighthouse finally to go to the LIGHTHOUSE. The door won't work so go to the right side of the building. Click on the bottle to get the VINEGAR, then use the DART on the cork of the barrel to empty the barrel. After that you can click on the BARREL to take it. Go ahead and use the map to warp to the area labeled MANOR, which will put you at the door again. Once there, use the WIRE on the HANDLE. After that, use the VINEGAR on the EMPTY BATTERY. Finally, use the COIL on the BATTERY to make and ELECTROMAGNET. Use it on the space under the door to retrieve the key. Dora will automatically use the handle to enter the manor and you will loose the WIRE and BATTERY. Okay, you can explore the manor in any order but here is my order. First, examine the OAR that is resting diagonally in the recess in the wall to pick it up. Next, click the fire EXTINGUISHER on top of the chest to pick it up. Click the chest to see there is sand in it, which will be used later. Next click on the large POLE leaning against the wall. You can't put this in your inventory. Instead, use it on the fireplace for later use. While you're looking at it, put the LOG in the fireplace as well. You only have a MATCH BOX right now, though, and no matches, so don't worry about lighting a fire at the moment. Take the ROASTING SPIT out of the fireplace. In the room, you'll notice a lamp on top of a small box. Click on the box to PIP and click the COPPER WIRE to take it. Next, click on the RESIN to take that as well. You'll notice there are some fuses, one of which is broken. Hover over the PACK in your inventory to see there is a MATCH BOX and some FOIL in the PACK. Use the FOIL on the broken fuse to patch it up. Use the movement map to go to the LIGHTHOUSE and go to the right side again where you found the barrel. Use the ROASTING SPIT on the window to break it and find a HOSE inside. Now go back around to the front and use the HOSE on the door handle. Go back to the elevator you couldn't get to work earlier, which is working now thanks to the fuse you fixed. This is a bit tricky, as the hotspot for this is a little small, but locate the rail inside the elevator and use the END of the HOSE on it. After that, do NOT get in the elevator, but click on the control panel and hit the button for the elevator to go down, tearing the LIGHTHOUSE door open. From now on, going to the LIGHTHOUSE takes you to the first floor instead of outside of it. You get a LEAKY HOSE for your efforts. Ignore the elevator for now and head for the LIGHTHOUSE. You can see a staircase going up, a shoe, and a locked door. Click on the WOODEN SHOE to pick it up, put it in your inventory, then take out the KEY inside it and use it on the keyhole of the locked door. You end up in an area the game calls the BASEMENT, which is a gate to the ocean you can't open yet. Go ahead and click on the valve in the upper-left corner of the screen to open a canal. It will be used soon. Go back to the first floor of the LIGHTHOUSE and click on the now-visible window, which you broke open earlier, to get a GLASS SHARD. Now click on the stairs to the left to go to the second floor. Use the OAR on the dresser to pry it open and get the RAZOR inside it. Next click on the desk drawer. The first time you find the captain's diary, which says something about the "Devil's Seven Teeth". The second time, you get PAINT REMOVER. Now for the fun part. I'd suggest a pencil and paper for this unless you have a good memory. Click on the field glass on the desk to pick it up and look through it. Pan up a bit and a little to the right until you see a ship in the middle of your sights, then click to get a closer look. Click the shipwreck again to get an even closer look. You'll notice three panels on the side of the ship, each with a color and a symbol. Remember the order of the panels, the color of each, and which symbol is on each. After that, click to go back. I can't give you the answer for the panels because it is different in each playthrough. Afterwards, go up to the LAMP of the lighthouse. Click on the curtains twice to get the KEROSENE. Then use the RAZOR on the curtains to cut off a RAG. Use the map to get to the VAULT and take the elevator down to the CRYPT. (Makes you feel all warm inside, doesn't it?) First thing is first: while you still have those panels from the ship fresh in your mind, click on the chest on the floor twice to pull up a puzzle. You'll notice three panels like on the ship. The buttons above each panel controls the symbol while the buttons below control the color. Match these panels to the ones on the ship to open it. Keep in mind that since this is a smaller version, so are the images on the ship. The following are what you should put down for each symbol on the ship: Sword - Knife Cannon - Gun Cannonball - Bullet For opening the chest, you get Captain Philibert's log, which has a piece of FIBERGLASS stuck between the pages. Next, use the BARREL on the bottles above your head to reach them and get a bottle of CIDER. Put it away, then go into your inventory and grab the CORK that branches off the CIDER. Use the CORK on the bottle WAAAAAAY up on the support beam overhead to knock down the can of RUST REMOVER. Congrats. You will never have to return to the CRYPT again. Just as well, too, it's kinda creepy. Anyway, use your map to return to the WELL. Click on the well to get closer and use the LEAKY HOSE on the faucet on the side of the manor. Click on the hose to get a closer look. While there is no visual clue as to where the tear is, there is one there. Use the FIBERGLASS on it, then the RESIN to repair the hose. Remember that valve we turned earlier to open the canal? Now instead of backtracking to open it you can just click on the end of the hose and then click on the well to put the hose into it. Then all you have to do is click on the faucet to turn on the water and fill the well. Once the well is full, click on the surface to get the CORK floating there from your shot earlier. Now that your hose has done its job, click on it again and use the RAZOR on it to undo all the hard work you just did by ripping into it AGAIN. We never claimed Dora was big in the brains department. You WILL need the CLUB, though, so I guess it's not a big loss. Use the map and go to the BASEMENT level of the lighthouse. Use the PAINT REMOVER on the spot of algae to the right, then use the GLASS SHARD to scrape the rest of it away. Use the ROASTING SPIT on the hole in the wall and then use the RUST REMOVER on it to allow it to move. Click the mechanism to turn it and open the gate. Click on the boat and then use the WOODEN SHOE on the water in the boat. After it's cleared away, use the RAG on the leak in the boat, then use the CORK on it to seal it. After that, use the OAR on the boat. Dora will unload some of the heavier stuff in your inventory at this point and embark. You can come back for those later. After your little mishap on the open seas, you will be at the Fisherman's Cabin. Go inside. Click on the dresser in the left corner twice, once for a SHIP in a bottle and again for a bottle of NUOC MAM. Next click on the sweater on the table three times. This gets you a HANDKERCHIEF, a NAIL, and a piece of BREAD. Click on the chair to get Melkior's journal. Then click the chair again to move it. Click it a third time to climb onto it and get a better look at the chandelier. Use the NAIL on the handle at the very top of the chain to pull the CHANDELIER down. Put it in your inventory, then take it out again to disassemble it into a CANDLE, cork FLOATS, and an ANCHOR. Now that you've sufficiently robbed this place blind, go back outside and use the NUOC MAM on the BREAD. Use the WET BREAD on the roof to attract a seagull that knocks the buoy off the roof and onto the steps. Click for a closer look and use the RAZOR on the ROPE to take it. Use the ANCHOR on the ROPE to make a HOOK you can use to climb the cliffs to the right of the cabin. Doing so will take you back to the WELL by the manor. First thing's first... you'll want to use the map to jump to the BASEMENT and collect the things you left behind by the BARREL earlier. Next you should use the map to go to the MANOR. Congrats, we're at the end of the flashback sequence. Just a few more puzzles. Now you have the means to light that fire, so let's do so now. Click on the fireplace, then use the KEROSENE and the HANDKERCHIEF on the fireplace. Now use the CLUB on the SHIP to break it and take a MATCH. Now use the MATCH on the MATCH BOX to light it and use the FIRE on the fireplace to light it. Once the fire is lit, the rod from earlier expands and makes a panel in the floor rise up. What comes up must come down, so put the BARREL on it. Unfortunately, since you wasted all the good rum earlier, it's empty and not heavy enough. Use the CANDLE on the hole in the side of the BARREL to make sure nothing leaks out, then use the CLUB to open the top of the barrel. Then after that, use the WOODEN SHOE on that sand in the box we looked at earlier. Use the SAND on the barrel to start filling it. The barrel becomes heavy enough to trigger the flagstone, which opens the recess in the wall. There's no turning back after this, so save your game if you're feeling nervous and go into the hole. You will notice a doorway Dora refuses to go through and a chest will a million-and-one ways to knock Dora unconscious. Knocking her out won't make you lose so mess around to your heart's content. As for the solution, the first thing you'll want to do is click on the post by the door. Click on the PLIERS keeping the post door open to take them. (Now you know how you had modern pliers in the beginning of the game in a ship in the year 1840.) Use the FLOATS on the floor in front of the chest, since if you've been playing around with the box you know the wire is electrified. Now when you click on the box, Dora will have the good sense to stand on something grounded. Use the COPPER WIRE on the wire to divert it, then use the PLIERS to cut the wire away from the lock. Now use the SMALL PIPE on the puddle by the box to get some WATER and use it on the lock. Next use the EXTINGUISHER on the lock to freeze it, then use the CLUB to break it off. Once you do that, some cutscenes start. // [2.3] The Briscarde, Part 2 \\ After the cutscenes you'll have a HOOK in your hand. Go to the HOLD with it and examine the box there that was locked during your first time here. Use the HOOK on the lock to pick it and open the box, which has women's clothes. Click again for a RIBBON. The box has a double-bottom, but you can't get into it yet. Use the WOODEN PIN on the OAR or visa versa, then use the RIBBON on either on to make a STICK. Use the PLIERS on the NAIL to make a TWISTED NAIL. Finally, use the TWISTED NAIL on the STICK to make a BOAT HOOK. Go back to the MID DECK and to the closet. You'll notice a buckle hanging from the ceiling. Use the BOAT HOOK on it to bring it down so you can reach it. Click near the bottom of it and you'll see the end and a hole in the wall. Use the CORKSCREW on the hole, click the end of the halyard, then use the end on the CORKSCREW to hold it in place. Back out of the closet, pan left, move once towards the back of the ship, then pan right. Click on the barred window to see a rope. Click the rope, then click the bucket three times to get the SAW of a sawfish. Go back into the closet and take the CORKSCREW back out. Go back to the man and you will view another set of cutscenes that end with you in the Captain's Cabin. The bird is annoying, as you'll soon find. Touch the dresser or the painting and he'll start squawking. Nothing will happen to you, but it will make it impossible to explore those for now. First go out onto the balcony and click on the FLAG until you retrieve it. Pan right twice and go back inside, then go into the left-hand room first. If you run your mouse in circles (not too fast) over the rug on the floor, you'll notice the words "A rug" flicker a little as if you keep running over different objects. The reason for this is that the rug is actually separated into four different sections. Three hold no secrets but the lower-left corner of the rug has a BRASS KEY for the taking. You can do no more in this room for now, so leave. Go into the right-hand room this time and check out the dresser. Check the left and right doors, each of which has its own item to take. Once you have the SALTS FLASK and the BOWL, pan right and click the plate on the table to take the BANANA SLICES on it. Pan left and exit. Pan left and click on the desk. Click on the chair twice to get the SILVER KEY stuck under it. Now use the BRASS KEY on the desk drawer. Apparently even touching the dresser makes Galipo go nuts but rummaging through the captain's desk is A-OK! So go into the desk drawer to get the BLOTTER, then click on the drawer twice more to get the DAGGER. Go to the right-hand side room again and use the DAGGER on the rug to free the trap door. Watch in amazement as Galipo turns a blind eye to your escape. The captain should invest in a dog. Use the map to go back to the HOLD and go into the box again. Use the DAGGER on the spring in the box to open the double bottom. The first time you get BEAUTY POWDER. The second time you get a HANDKERCHIEF. Now go ahead and use the map to go back to the CELLAR. Click on the post to get a closer look and use the CORKSCREW on the opening. If you didn't listen to me earlier and left the CORKSCREW in the closet you will have to backtrack and go retrieve it. Inside the post you will find the MASTER KEY, which will unlock the doors on this level of the ship. Use the BEAUTY POWDER on the post as a means for being able to climb back up the post and into the captain's cabin again. Leave the cellar via the door behind you to go back out into the hall, then turn left and click on the door further down on the right-hand side. Use the MASTER KEY on the lock to get inside. You'd think a room full of shelves would have more loot, but alas the only thing to get in here is on the central set of shelves, a bottle of POLISH. Leave the way you came, pan left, then click on the visible door a bit ahead and to the left. Use the MASTER KEY again to gain entry. Click on the curtains in the corner a few times to get the CAGE. (You can see where this is going.) Next click on the desk and examine the drawer to get a SEAL. Go ahead and use the map to go back to the captain's CABIN. Go into the left sideroom and use the SEAL on the notch in the dresser to reveal a trapdoor into a room whose door had no handle you could see when you were in the hallway. Examine the table to the left to get the RECORD, then examine the one to the right to find a PHONOGRAPH behind it. Go back to the CABIN and face the captain's desk and that odd painting. Use the CAGE on the half-visible table on the right, then use the BANANA SLICES on the cage to set some bait. Once that's done, turn around to face towards the dresser. Use the PHONOGRAPH on the music table there and then use the RECORD on it. Turn the crank and then hit the button on the side to make it start playing. Now put the BOWL on the ground under Galipo. Use the PAINT REMOVER and SALTS FLASK on the BOWL (which the game will strangely start calling the floor) to make an odor that will run Galipo off into his cage. Turn around and put the FLAG over the cage, where the combination of the dark and the music will let you now have free reign of the CABIN. Use the SILVER KEY on the lock on the dresser to get into it and click on the box to get the IRON KEY inside it. Now go into the left sideroom. Use the POLISH on the HANDKERCHIEF and then use it on the sink. Next use the BLOTTER on the sink to read the code on it. With that code in mind, click on the painting behind Galipo then click on the cannonfire to find a lockbox. Put in the code you just discovered to open it and find a SMALL BOX. Put it away, then pull it back out of your inventory. It will PIP, letting you play with it. Click to the right of it where the cursor becomes a green arrow to turn the box, then click on the top to open a secret compartment where a SMALL KEY is hidden. The box should go back to the front view again. Click on the top of the box, then the middle to reveal the lock. Use the SMALL KEY you just got on it to unlock it, then click the REVOLVER to take it. Click on Galipo's cage to get the COVERED CAGE. Now use the map to go to the MID DECK. Go all the way to the back of the ship where the trapdoor is that is barred closed on the floor. Use the TOWEL on the ring, then pan right. Use the COVERED CAGE in the hole in the wall, then pick it back up again. Turn around and the bar on the trapdoor is no longer locked down. Use the IRON KEY on the lock to go down to Yoruba's cell. After you're done listening to Melchior whine, click on the floorboards near Melkior and examine the crack to find Yoruba's necklace caught in there. Use the PLIERS on it to get the MAGNETITE. You will soon lose the PLIERS and if you don't do this first, you will be stuck unable to get his necklace. Next, click on the post in the back, then use the PLIERS on it to pry it open (now you know who put them there). Now check out he sarcophagus to find COTTON. Use it on the post to put it at its bottom, then use the BOAT HOOK on the top shelf of the post to bring down a bottle of RUM. Use the WET SPONGE on the RUM to take its LABEL. Then use the MAGNETITE on the REVOLVER. Use the REVOLVER on Yoruba's shackles, then after more of Melchior's whining, use the LABEL on him to get out of the ship. // [2.4] Island of St. Cristobald \\ Upon landing on the shore, after the cutscenes, Melchior will give you the HOLOCOM. I will warn you now that a lot of puzzles on this island are timed, so make sure to watch out for warning banners. Put your new toy away and then click on the right side of the screen to go to an area near a WATERFALL. After the scene, click on the boy. Use the FLAG on the MANICOU. Then use the CORKSCREW on the coconut on the ground and use the SMALL PIPE on the coconut for some COCONUT MILK. Use the COCONUT MILK on the MANICOU. After that, you get MADJUMBE, which is completely useless. Put it in your inventory and use PARROT on the rock to open it. Afterwards, Amilcar gives you the EMPTY CAGE and a FLAT KEY. You end up in front of Makandal's house after. You COULD click on the door and talk to him, but to save some time if you're trying to breeze through, use the FLAT KEY on the EMPTY CAGE, then use the GOLDEN PIECES on the slot in his door to get his complete attention. After talking to him, you get conned into helping him with his woman problems. ~*~WARNING-WARNING-WARNING-WARNING~*~ ~~~~~~~~~~~~TIMED PUZZLES~~~~~~~~~~~~ ~*~WARNING-WARNING-WARNING-WARNING~*~ You automatically end up at DELIA's cabin. Click on the door to talk to her and enter her house. Delia will look for her glasses, an act that takes a rather short time, and it's in that short time that you have to click on the book to your left on the counter. Even if you don't get it into your inventory in time, clicking it is enough for her to run to the back room to look for it. Quickly pick up the square mirror from next to the spider and use it on the spider to scare it off the silk shirt. Finally, pick up the SILK BLOUSE before Delia gets back. You'll automatically give her the book and things will continue. You get a POTION from her and end up in front of Makandal's cabin. Click on the door to go inside. He automatically takes the shirt from you and then invites you for a drink. THIS IS ALSO TIMED. Once you get control of Dora, click on the window. Dora will request he open it. Afterwards, use the HOLOCOM on the righthand side of the table to place it down. Makandal eventually opens the window, at which point you can click on the HOLOCOM and make Melchior scare the hell out of Makandal, leaving you free to quickly slip the POTION into Makandal's glass. Once he sits back up, take the HOLOCOM back, then click on Makandal's glass to take it. After a few cutscenes, you end up at Serapion's. Talking to him has no use right now, so use the map to go to Delia's and travel over to Makandal's cabin. Click the door to talk to him and he gives you BEQUIET. Bothering him further does nothing, so go to Delia's cabin. You will not be able to go to Makandal's cabin again. You're at the end of the game, though, so it doesn't matter. Next talk to Delia, who gives you an INVERTER and tells you to shove off. Nice. After you helped these people and everything. Use the INVERTER on the BEQUIET to make a SPEAKABLE. Go back to the PROPERTY and use the SPEAKABLE on Serapion to give him back his voice. After you're done talking to him, talk to him again to get a bag of coarse SALT. Use the INVERTER on it to make SUGAR and use the SUGAR on the dog to make it nice. The next puzzle is CRUCIAL to beating the game, so read the entire next paragraph before moving on. You'll notice the cook unconscious and a bag on a table by the baby. Pick up the BAG and put it in your inventory. Now go into your inventory and you'll notice two things in the BAG: VANILLA and a FLOWER. Click on the FLOWER, then put it back in your inventory. You'll notice it is no longer in the BAG. If you do not do this, you will LOSE THE GAME. After that, use the BAG on the EMBERS under the fire and then put the BAG on the stool by the crib. A snake will go into the BAG. Use the BAG on the EMBERS again to burn the snake. Jarlath appears and in grand enemy fashion tells you his plans. You and Jarlath appear on a log. THIS IS TIMED!!! Quickly, grab the FLOWER from your inventory and use it on Jarlath. Jarlath sneezes his head off and falls off the log. Guess what. You win! ---------------------------------------- 3. Character Profiles ---------------------------------------- // [3.0] About This Section \\ This section is basically for people who downloaded the game or have lost their manual to their game. It is the bios for the characters taken straight from the manual verbatim. Doralice and Jarlath have more in depth bios in the reports section and the manual has no real bio for Melkior. // [3.1] Yoruba \\ The descendant of a family of Egyptian priests and the guardian of this tribe's treasure, the sarcophagus of Pharaoh Amenotep. He was taken from his tribe by Jarlath, who brought him to the Island of St. Cristobald and made him a slave. He became the lover of Jarlath's wife, Velvet Rochefort de la Pruneliere. Doralice and Melkior will free him while aboard the ship sailing to Europe. // [3.2] Velvet \\ Jarlath married her to inherit the plantation and her father's name. Neglected by her husband and lonely during his long absences, she fell in love with Yoruba and had a child by him. She will lead Doralice to Maximin. // [3.3] Philibert \\ The Captain of the Briscarde. Jarlath paid him to sink the ship transporting the sarcophagus off the shore of the manor he owns on the Atlantic Coast in Europe. His men fear him because of his revolver with a magnetic grip that works only with his magnetized rings. // [3.4] Oswald \\ A sailor on the Briscarde. He hates the Captain and is waiting for the opportunity to start a mutiny. Doralice will help him steal the Captain's revolver in exchange for the promise that he will help her escape. // [3.5] Makandal \\ The healer on the Island of St. Cristobald. He spends his time trying to avoid the excessive passion of Delia. Doralice will have to convince him to heal Yoruba. // [3.6] Delia \\ The fortune teller and Velvet's confidant. She is madly in love with Makandal and spends her time concocting love potions to use on him. She will help Doralice find Velvet. // [3.7] Celeucie \\ The cook at the plantation and Amilcar's mother. Velvet entrusts Maximin to her care but Jarlath succeeds in distracting her and endangering Maximin's life. // [3.8] Amilcar \\ The young son of Celeucie and Makandal. He tries to fool Doralice but he will lead her to Makandal. // [3.9] Serapion \\ The storyteller. He knows everything that happens on the plantation, especially about the arrival of Farlath and the death of Velvet's father. Unfortunately, he loses his voice and cannot speak. When Doralice heals him he will help her to enter the plantation. // [3.10] Maximin \\ The son of Yoruba and Velvet and the great-great grandfather of Doralice. His life is in great danger because of Jarlath. // [3.11] Galipo \\ The parrot that Makandal gave to the Captain. When Philibert locks Doralice in his cabin it deters her from searching the place. ---------------------------------------- 4. Mission Report ---------------------------------------- // [4.0] About This Section \\ This section is also taken from the manual, verbatim. This section in particular gives a lot of background story that even playing the game sometimes doesn't tell you, so if you are a fan, it's definitely worth a read. // [4.1] Mission Report \\ MISSION REPORT by Agent MELKIOR April 2092 This report summarizes the events that lead to the arrest of JARLATH EQUS, who was responsible for stealing a valuable sample of the element AMERICIUM 1492. He hisd the radioactive material in the past, endangering the equilibrium of the time continuum. For this reason the Space-Time Police were assigned to handle the case. The disks enclosed with this manual will allow you to relive this mission as DORALICE PRUNELIER. She is a woman who was selected without her awareness by the Central Computer of the Space-Time Police because of her historical-temporal ties with JARLATH EQUS. // [4.2] Locations \\ The events in this game take place in three locations and two time periods: 1992 - Manor de la Pruneliere - Atlantic Coast - Europe 1840 - Ship - The Briscarde - Caribbean Sea 1840 - Island of St. Christobald - Caribbean Islands CRISTOBALD ISLAND - 1840 In 1840 the treasure belonged to a tribe on the West Coast of Africa. Hoping to take it back without attracting the attention of the Space-Time Police, jarlath decided to establish himself on a Caribbean Island by marrying the daughter of a rich plantation owner. Taking advantage of the slave trade, he sent for the treasure as well as for a few slaves. Then, on the island, he prepared the final part of his plan: He hired a pirate to wreck his ship with the treasure aboard near a seaside manor he had purchased on the coast of Europe. In this way, the treasure would be safely hidden from the Space-Time Police. COMMENTS: We find ourselves facing a sensitive case of temporal manipulation with recursive characteristics. The percentage of paradox having reached a critical ceiling, an upheaval or even the destruction of the inner structure of the universal biological inheritance must be anticipated. Only the extraction of the disturbing element from the factual context can correct the perverse effects. SUGGESTED POINT OF INTERCEPTION: PARIS - 1992 // [4.3] Traveling In Space and Time \\ At the end of the 20th century modern biologists were already using the retro-evolution of sick cells which allowed them to go back to a healthy structure and influence a new and positive evolution of the organism. At the same time theoreticians in thermodynamics were demonstracting the macroscopic reversibility created by intense magnetic fields. Thanks to the convergence of the two scientific fields, it took less than a century to develop the techniques necessary for the evolution of matter to the past. The purpose was not to rejuvenate the subject but to rejuvenate his environment. This technology, which today has been miniaturized, allows us to go back in time. Professor Falco, specialist in quantum mechanics From his book "The Past Future", (January 2092) // [4.4] Americium 1492 \\ A trace of this element was first detected by accident on a meteor fragment owned by a family of collectors for more than a century. Chance played a role a second time when a crystal weighing several tons was discovered approximately one hundred feet below the surface of the Gulf of Mexico. It was determined in a laboratory located on a satellite, that the crystal could withstand extraordinary temperatures and rates of acceleration. The applications for an element with these properties would be revolutionary, especially for the military. One detail needs to be mentioned: The element has been given the atomic code name Americium 1492. It is composed of heavy molecules and has a high level of radioactivity that lasts three thousand years. This may jeopardize its immediate application since it cannot be used as long as it is radioactive. Professor Falco, specialist in quantum mechanics From his book "The Past Future", (January 2092) // [4.5] Evaluation and Psychological \\ // Profile of Doralice Prunelier \\ by Colonel Orson, recruitment specialist The year is 1992. The subject is a young woman, 27 years old and extremely intelligent. She works as a ship's captain which allows her to be financially comfortable. NOTE: She is a gambler. Everything she earns disappears! Her job is a good reflection of her independent nature and her restlessness. She prefers the danger of jungles to the luxury of palaces. Her father is an ethnologist, a specialist in Amerinds, who loves open spaces. Her mother is a famous Brazilian singer with the Opera of Manaus. The subject lives in a luxurious apartment in Paris where she often entertains her many friends and enjoys cooking exotic meals for them. She has a taste for fine liquors: Whiskey, rum and cognac. Her favorite drink is the Pina Colada. Her favorite foods are eggs prepared in any and all imaginable ways with anything and everything. She adds salt and pepper before tasting and likes spicy hot dishes. She loves old-style jazz. She hates chess but adores Go. She cannot understand bridge but plays Scrabble with her best friend. She is healthy and strong and has taken up several different sports: Hang gliding, aikido, and scuba- diving, but there is none that she really prefers. She does not smoke. She detests weapons. She does not support any form of corporatism, politics, or religion. She is not gullible or superstitious. She believes in science and is always searching for new sensations or unusual activities. She touches everything but does not take time to examine things more closely. For this reason she can give the impression that she is superficial. Sometimes she appears thoughtless or reckless. She loves difficult situations where her judgement, observation skills and deductive mind can be test. She has a passion for old American TV series, particularly MacGyver, Colombo, and Mission Impossible. The subject is stable and well-balanced. She has all the attributes required to accomplish the mission that will lead to the arrest of Jarlath Equs. // [4.6] Report Concerning the Activities of Jarlath Equs \\ by Professor Nathaniel, expert in temporal criminology EUROPE - 2092 JARLATH EQUS belongs to the "new generation of historians" who specialize in the synthesis of history and physics and are involved in the confidential research program studying travel in space and time. He has stolen a sample of Americium 1492, a newly discovered material with revolutionary military applications, which he plans to eventually use for great personal gain. Unfortunately 3000 years are necessary for this material to become safe to use because it has the unpleasant quality of being radioactive. Jarlath has devised a daring plan: He traveled back 3000 years in time and hid the sample beside a mummy in a golden Egyptian sarcophagus. Then as the years have gone by, he has kept track of his "treasure". // [4.7] The Conclusions of the "Americium 1492" Affair \\ THE NEW EVENT - MAY - N*90 AN EXCLUSIVE INTERVIEW WITH AN S.T.P. AGENT THE NEW EVENT: Agent Melkior, can you remind us of the role of the Space-Time Police in 2092? MELKIOR: As you know, recent discoveries allow us to travel back in time with the use of a simple instrument worn on the wrist that generates an intense magnetic field. Time travel is a privilege and is limited to a few trusted people. The inevitable consequences of such an extraordinary discovery lead to the creation of the Committee for Temporal Ethics. Only obervation of the past is authorized. Any other sort of intervention is forbidden because of the danger involved. N.E.: You have just solved the case of the stolen Americium 1492 that we all heard about. M.: I'm not the only one who deserves the credit. We owe much more to Doralice Prunelier, a lovely person who lives in 1992, for the solution to the case. I met her in 1840, aboard a ship called the Briscarde where I was working disguised as a cook. N.E.: It seems that the S.T.P. prefers to use persons from the past for interventions. Can you explain to us how she was chosen? M.: Well, Jarlath Equs, the criminal I was following, not only went back in time, he also influenced events. For that reason, the "Theory of Possible Futures" was to be applied and his fate was doomed. We just had to choose from all
     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.