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: corvus@eltreum.org