The new Adventures of the Time Machine [FAQ]

          The New Adventures of Time Machine
             FAQ, Walkthrough (and Review)
         Author:  Sane Jake, Copyright @ 2002


          "Sane Jake" as opposed to "Mad Max"
             -- Lame joke, but it's MY lame
                joke!



TABLE OF CONTENTS
=================

1       Legal Information
2       About This FAQ
3       Bugs, Crashes and Other Problems
4       Stuff You Should Know Right Away
5       Quick Control Notes
6       Minimized Spoiler Help
  6.1     Chapter One:  Hourglass City
     6.1.1   General Notes
     6.1.2   Bugs You Should Be Aware Of
     6.1.3   Cut Scenes of Note
     6.1.4   Combat Tips
     6.1.5   Available Spells
     6.1.6   Question and Answers
     6.1.7   Things I Learned From This Chapter
  6.2     Chapter Two:  The Temple.
     6.2.1   General Notes
     6.2.2   Bugs You Should Be Aware Of
     6.2.3   Cut Scenes of Note
     6.2.4   Combat Tips
     6.2.5   Available Spells
     6.2.6   Questions and Answers
     6.2.7   Things I Learned From This Chapter
  6.3     Chapter Three:  Hourglass City Revisited
     6.3.1   General Notes
     6.3.2   Bugs You Should Be Aware Of
     6.3.3   Cut Scenes Of Note
     6.3.4   Combat Tips
     6.3.5   Available Spells
     6.3.6   Questions and Answers
     6.3.7   Things I Learned From This Chapter
  6.4     Chapter Four:  Escape From Hourglass City
     6.4.1   General Notes
     6.4.2   Bugs You Should Be Aware Of
     6.4.3   Cut Scenes Of Note
     6.4.4   Combat Tips
     6.4.5   Available Spells
     6.4.6   Questions and Answers
     6.4.7   Things I Learned From This Chapter
  6.5     Chapter Five:  Rebel Camp
     6.5.1   General Notes
     6.5.2   Bugs You Should Be Aware Of
     6.5.3   Cut Scenes Of Note
     6.5.4   Combat Tips
     6.5.5   Available Spells
     6.5.6   Questions and Answers
     6.5.7   Things I Learned From This Chapter
  6.6     Chapter Five:  Rebellion!
     6.6.1   General Notes
     6.6.2   Bugs You Should Be Aware Of
     6.6.3   Cut Scenes Of Note
     6.6.4   Combat Tips
     6.6.5   Available Spells
     6.6.6   Questions and Answers
     6.6.7   Things I Learned From This Chapter
  6.7     Chapter Seven:  Behind Enemy Lines
     6.7.1   General Notes
     6.7.2   Bugs You Should Be Aware Of
     6.7.3   Cut Scenes Of Note
     6.7.4   Combat Tips
     6.7.5   Available Spells
     6.7.6   Questions and Answers
     6.7.7   Things I Learned From This Chapter
  6.8     Chapter Eight:  Victory?
     6.8.1   General Notes
     6.8.2   Bugs You Should Be Aware Of
     6.8.3   Cut Scenes Of Note
     6.8.4   Combat Tips
     6.8.5   Questions and Answers
     6.8.6   Things I Learned From This Chapter
  6.9     Chapter Nine:  I Hate Mr. Fancy Pants
     6.9.1   General Notes
     6.9.2   Bugs You Should Be Aware Of
     6.9.3   Cut Scenes Of Note
     6.9.4   Combat Tips
     6.9.5   Questions and Answers
     6.9.6   Things I Learned From This Chapter

7       Spoiler Walkthrough
  7.1     Chapter One:  Hourglass City
  7.2     Chapter Two:  The Temple
  7.3     Chapter Three:  Hourglass City Revisited
  7.4     Chapter Four:  Escape From Hourglass City
  7.5     Chapter Five:  Rebel Camp
  7.6     Chapter Six:  Rebellion!
  7.7     Chapter Seven:  Behind Enemy Lines
  7.8     Chapter Eight:  Victory?
  7.9     Chapter Nine:  I Hate Mr. Fancy Pants
8       Cheating to See the Ending
  8.1     Other Tricks
9       Closing


=========================
1 Legal Information
=========================

This document is copyright 2002 by "Sane Jake".  It may not be reproduced in
any form, in whole or in part, without expressed permission of the author,
either verbally, written or electronically.  Plagiarism is a crime, folks.

The same applies for the "New Adventures of Time Machine" game - although it
should not be reproduced even with the expressed permission of the authors.
I mean, even if they BEG.  Even if they offer sexual favours, do NOT
reproduce the game.  For the love of everything holy.


======================
2 About This FAQ
======================

Similar to my "Siege of Avalon" FAQ, this FAQ is divided into two sections:
One gives general hints and tips hoping to point you in the right direction,
while the second gives outright solutions and is the "walkthrough" part.

In addition to a guide, this FAQ comes complete with my charming comments
about its design and my opinion of it in general.  If that isn't forewarning,
I don't know what is.


========================================
3 Bugs, Crashes and Other Problems
========================================

When the blurb on the website mentions that if you notice slowdown, it's due
to the game "keeping the world alive", it's basically saying that there are
memory leaks, folks.  The fact that the game crashed the first time I tried
to play was a bad sign alone.  The fact that it continued to crash
periodically in the first chapter made me rapidly lose confidence.

In addition, in the first Chapter, events don't always fire off properly.  I
spent a good portion of time wondering why I couldn't go any farther, only
to discover it was the GAME that was at fault - not letting me pick up items
I NEEDED.  So far, it only happened once, and I'm not quite sure what the
trigger was.

Oh yeah - and if you think that all the crashing isn't bad enough, the game
docks you a magic point every time you save.  Considering you only get
restored for free at certain points, this is seriously bad news, folks.


========================================
4 Stuff You Should Know Right Away
========================================

First off:  It costs you point magic point (they have a fancy name for it in
the game) to save.  Each and every time.  They consider it costing half a
point - I don't care, it still means that you have to choose between magic
use and saving.

Second:  You will not get your life and MP restored except at certain points,
and they are not frequent.

Third:  You are given no warning when things will get nasty.

Fourth:  The camera is your enemy.  I'm not sure who the genius was who
thought up the engine they used, but it makes things hell to navigate.

Fifth:  Sometimes skipping cut-scenes is of great help, and at other times
they will mess you up royally.  I'll try to note when skipping them is a bad
idea, and when you'll want to cut 'em as soon as possible.
(At points it's almost vital that you skip 'em)

That's right - they discourage saving often by docking MP per save, but at
the same time they force your to save often because they don't give you any
warnings before things like boss fights.

If you thought "All right, a challenge!" . well, you're probably in a
minority.  I can handle stuff like that - you just save periodically and
have a "scouting" game so you don't have to worry too much.  But throw in
the crashing and that's one obstacle too many.


===========================
5       Quick Control Notes
===========================

A quick reference of the default keys (which you can change) can be accessed
by hitting F1.

Arrows move you, with up moving forward and down carefully (slow as molasses)
backing up.  Holding ALT while pushing the arrow keys performs evasive
manoeuvres (hop left/right/back, and duck if you hold up).

(I'd just like to say it'd be nice if evasive manuvers were worth doing)

"C" activates your spell selection.  When a spell is highlighted, push a
number key to hot-map it.

"I" activates your inventory.  When an item is selected, push a number key
to hot-map it.

Spacebar is a general purpose action button (except for combat).  Hold it for
things like turning stuff or pushing/pulling.

Ctrl is used to attack and cast spells

To use an inventory item, hit spacebar while holding it (don't be near
anything you could use it on).  To hold an inventory item, click it on the
item selection menu so that a hand appears near it.  If you talk to someone
while holding an inventory item, it will discuss that item instead.

Running works with left shift only.

For a demonstration on how to use a spell, select it near a Lemur from the
spell section screen (as opposed to using a hot key)


==============================
6 Minimized Spoiler Help
==============================

This section tries to be as spoiler free as possible, but addresses some
sticking points that might be a problem such as events that didn't fire
properly.  Chances are if something's not working, it might just be game
error and you'll have to go back.  Sorry.


6.1 Chapter One:  Hourglass City
====================================

What a creative name for a city with a giant hourglass in the middle.  At
least the main character has a half-decent voice actor.


6.1.1 General Notes
---------------------
*  People won't really stop to chat - if you want to talk, you'll have to
     chase them down.  This gets old fast - but get used to it.
*  Yes, the kid trader is an important character.
*  Before you can leave, you will need to have collected the weapon (it
     sort of looks like a "U"), the ointment, and the compass.  It will be a
     good idea if you also have the healing herbs.
*  The "Temple" has a cave-like entrance.
*  Feel free to kill anyone who acts like a jerk - if he doesn't have back-up.
     ;)
*  Don't attempt to enter the dessert without a ride and a compass.  (If
     you're curious, it's a horribly done cut-scene.  Excuse me?  Instead of
     just standing there watching demons form, why not at least animate him
     TRYING to escape?  Or fighting?  Or ANYTHING??  Idiots.)


6.1.2 Bugs You Should Be Aware Of
-----------------------------------
*  If you can't seem to pick up the weapon or the ointment, the game has
     screwed up.  You might as well restart.

6.1.3 Cut Scenes of Note
--------------------------
*  You can safely skip any cut-scene, but it's advisable not to skip any
   after you have the compass.

6.1.4 Combat Tips
-------------------
*  Recoil is awful, and everyone is effected by it.  Dodge first (the
     ALT-arrows work well enough) and then retort.
*  The characters do have some degree of auto-aim, but it's very slight.
     Take advantage of what little you have and what they don't.

6.1.5 Available Spells
------------------------
6.1.5.1 Deharmonize
  Your basic attack spell.  You're better off using a weapon, even though it
  does less damage.  MP is just too scarce.

6.1.5.2 Ointment
  Basic healing spell - items are more powerful, but good in a pinch.

6.1.5.3 Invisibility
  There will be many times when it's useful.

6.1.6 Question and Answers
----------------------------
Q:  Okay, I'm a kid.  Now what?
A:  Talk to some people.  Someone has a good suggestion.

Q:  Cool!  I have spells!  Now what?
A:  You're not the only person that's changed.  Talk to anyone else who
    seems to have as well.  One of which was not in the hourglass area
    during the "Wave".

Q:  How do I get the ointment?
A:  Look around - notice any other obvious "sprites" (non-background items)?

Q:  What do I use the bowl for?
A:  In all honesty, it might be a red herring.

Q:  What do I use the knife for?
A:  You don't need it in this chapter.

Q:  Where is the relic?
A:  Someone's already pawned it, sorry.

Q:  I can't get the weapon!
A:  If he makes comment about not disturbing anyone praying and NO ONE IS
    THERE, the game has messed up and you'll have to restart.  Otherwise,
    just wait for the guy to leave after a certain significant event.

Q:  WHAT is the weapon?
A:  Some sort of funky blaster that sort of looks like a "U".  It's on an
    alter.

6.1.7 Things I Learned From This Chapter
------------------------------------------

This little section was inspired by www.badmovies.org.  I felt it only
appropriate to mimic given the (lack of) quality of this game.

*  Stealing is okay as long as you don't get caught.
*  When attacked by evil spirits, just stand there and let them kill you.
*  No one cares if you whack a guard in broad daylight if he was a jerk.
*  Quality Assurance is an oxymoron as far as this game is concerned.



6.2 Chapter Two:  The Temple.
=================================

6.2.1 General Notes
---------------------
*  You will want to save here.  Screwing up the puzzle or the battle
     that's ahead will be irritating otherwise.  This game has no auto-save
     feature.
*  Listen closely - you will want to turn up the sound here.
*  The walkway puzzle is randomized.
*  Do NOT enter the sphere until you've explored everything there is to
   explore.
*  Feel free to kill anyone you don't like who doesn't have back-up to help
   him.  Slaves don't count as back-up.  ;)
*  Vents and ducts should not be used under fire.
*  You will be restored to full after passing this chapter.

6.2.2 Bugs You Should Be Aware Of
-----------------------------------
*  Is it me, or does the game REALLY love crashing in this area?

6.2.3 Cut Scenes of Note
--------------------------
*  By all means skip the scene where "Mr. Fancy Pants" starts to lecture you
     if you've seen it once - it places you at an advantage.

6.2.4 Combat Tips
-------------------
*  Unless you MUST fight (you have one mandatory battle), don't.  These guys
     can't hit a running target, quite often this includes point-blank range
     too.  Take advantage of it.

6.2.5 Available Spells
------------------------
6.2.5.1 Dispel Magic
  Removes all spells - beneficial and negative.

6.2.5.2 Freeze Time
  Freezes an enemy.

6.2.5.3 Chrono Mask
  Basically a minor armour spell to help protect you.

6.2.5.4 Slow Motion
  A special spell you can only learn if you trade in your hourglass (hold it
  and talk to the Lemur)

6.2.5.5 Sand To Ash
  A more powerful attack spell you can only learn if you trade in your
  hourglass (hold it and talk to the Lemur).

6.2.5.6 Kronos Thingie
  An attack spell that once it hits, continues to attack over a period of
  time.  You can only learn it if you trade in your hourglass (hold it and
  talk to the Lemur).  Personally, I think this would be the best choice -
  since running in a straight line seems to totally throw off your enemies'
  aim (shrug), it would allow hit-and-run tactics.


6.2.6 Questions and Answers
-----------------------------
Q:  How does this puzzle work?
A:  Listen very carefully.  You can't map it out - each time, EACH LOAD,
    the path changes.  Examine the sign and LISTEN.  And LISTEN again while
    you walk on the path.  Turn off the music if it helps.

Q:  Do I have to kill that ghostly guy?
A:  Yes.

Q:  How do I get that one crystal?
A:  It can be hit with spells.  Try a few.

Q:  Should I trade in my hourglass for a spell?
A:  It's really up to you.  In my opinion you're better off hanging on to at
    least ONE hourglass strictly because when used, it restores both life
    and magic to full at the same time, and is VERY reliable to use in combat
    compared to items, which are hard to use not only because he stands there
    like a moron, but because the control is so horrible it takes awhile to
    get it to work.

Q:  Arrgh!  Is that guy invincible??
A:  Yes, and so are a lot of his buddies.  The mechanic and his slave are
    not.  The slave isn't trying to kill you.  The mechanic is.  What I'm
    trying to say is that you can't kill him, sorry.

Q:  HELP!!  That guy is invincible!!
A:  Explore the machine room before the event is triggered.  Something that's
    not working then will be working when he's active.  I'd suggest not using
    the vents even if you've opened them due to his placement when you enter
    the room there.  Believe it or not, it's much safer to run past him, out
    the door, past the area with everyone shooting at you, and into the
    machine room.  They're that bad a shot.

6.2.7 Things I Learned From This Chapter
------------------------------------------
*  It's perfectly fair to play background music during sound-based puzzles.
*  Mr. Fancy Pants doesn't need to actually open doors to go places.
*  No one can hit a moving target.


6.3 Chapter Three:  Hourglass City Revisited
================================================

6.3.1 General Notes
---------------------
*  All the carts that were blocking your path before have been removed.
     Additionally, several doors have been opened in the centre of town.
*  A great deal of stuff in this chapter is optional but valuable.
*  Make sure all quests are complete before entering Val Subek's place.

6.3.2 Bugs You Should Be Aware Of
-----------------------------------
*  None that I know of that will mess up your game.

6.3.3 Cut Scenes Of Note
--------------------------
*  None

6.3.4 Combat Tips
-------------------
*  Avoid combat -- or at least combat where they can shoot back.

6.3.5 Available Spells
------------------------
6.3.5.1 Mind Block (Veil of the Nautilus)
  It's not its official name, but that's what it does.  This spell, found at
  the back of the sphere, protects against any mind-altering effects or
  MP stealing spells.

6.3.5.2 Gateway
  This spell is REQUIRED.  Opens up gateways.

6.3.5.3 Cheap of Salt
  Steals MP from other magic-users.  Must be a magic user - if they use
  weapons, it won't work.  Good spell, especially if you use Time Stop on an
  enemy first.  Requires Hourglass.

6.3.5.4 Slow Motion
  Slows enemies down.  Requires Hourglass.

6.3.5.5 Speed Up
  Speeds you up.  Requires Hourglass.

6.3.5.6 Sand To Ash
  Powerful attack spell.  Requires Hourglass.

6.3.5.7 Counter Time
  Removes spells cast on others.  Negates armour and stuff.  Requires
  Hourglass.


6.3.6 Questions and Answers
-----------------------------

Q:  How do I reach the city?
A:  Talk to the old guy a lot.

Q:  Where are all the sandscrapers?
A:  There's two near the city gates.  One is on a crate.  One is invisible
    outside the kitchen.  One wanders around the torture area.  One is behind
    a gate and you'll need an item to tempt it out.  The last one is in Val
    Subek's courtyard.

Q:  Can I catch the one in the city centre?
A:  No.

Q:  What do I get for all seven?
A:  An item that casts an armour spell on you, can be used infinitely at no
    cost.

Q:  Where is the doll?
A:  The pen in question is nearby.  You'll have to pass a crate puzzle to get
    it, and you'll need something sweet, too.

Q:  How do I get the doll?
A:  You can't feed the beast directly, and apparently even while dead it
    will stop you from getting the doll.  You will have to find something to
    put your offering on instead -- something in the pen background

Q:  What do I get for the doll?
A:  Depends on who you give it to.  Give it to the boy, and get a full-health
    item.  Give it to the girl for a flute.

Q:  What does the flute do?
A:  Supposedly it stuns Lemurs.  It does make them pause, but not for long.

Q:  What's the point of the kitchen woman?
A:  Talk to the gardener first.

Q:  What recipe does the kitchen woman want?
A:  Tea.

Q:  She doesn't like it.
A:  Tea is bitter straight - find something to make it more appealing.

Q:  She still doesn't like it.
A:  Do you use fresh leaves for tea, or are they usually dried first?

Q:  How do I dry the tea?
A:  Nuts to you.

Q:  How do I get ointment?
A:  Trade the bucket.

Q:  How do I fix the machine?
A:  Turn it on full blast first - and move any crates in the way to get a
    good idea of the problem.

Q:  I still can't fix it.
A:  There are two parts to this puzzle.  The first requires one setting, the
    second requires another.  Play with it a bit.

Q:  The guard won't let me in!
A:  You'll need to tell him something he doesn't know first.  Visit the
    torture grounds and try to listen in unseen.

Q:  How do I free this guy?
A:  Play with the controls.

Q:  How do I stop the guard from interrupting me?
A:  Leave the area and return.  When the guard says he needs to freshen up,
    get off the  platform.  There is a bug that's on YOUR side that involves
    the fact that no one is allowed to do more than one thing at one time.

Q:  Do I have to free him?
A:  It will help in the next chapter, but no - you don't.

6.3.7 Things I Learned From This Chapter
*  Apparently, being dead doesn't stop you from threatening someone.
*  Freshening up is the most important thing in the world, even over
     self-defence.
*  Very noisy machines run silently.
*  Dr. Doom is really a nice guy who likes to study time a lot and hates
     noise.
*  Slow-moving rodents are very hard to catch.
*  People trapped on torture machines may occasionally float free and rotate.
*  When angry guards approach you, the best thing to do is stand there while
     they toss spells at you.


6.4 Chapter Four:  Escape From Hourglass City
=================================================

6.4.1 General Notes
---------------------
*  You will get a wave at the beginning of this chapter, meaning full HP/MP
*  Grab the key as soon as possible.
*  You're allowed to shoot through things if your arm goes past the barrier.
*  Combat is not an option - you must flee.
*  Invisibility spell is mandatory here.
*  You now have a body guard.  If you have nothing equipped, she'll give you
     her weapon.  If you have the weapon equipped, you will give it to her.
     Give it to her, let her deal with the guards.  She's invincible.
     And annoying.  But on your side.

6.4.2 Bugs You Should Be Aware Of
-----------------------------------
*  None

6.4.3 Cut Scenes Of Note
--------------------------
*  None

6.4.4 Combat Tips
-------------------
*  Run away, use invisibility spell.
*  Let the Chief fight instead.

6.4.5 Available Spells
------------------------
*  None

6.4.6 Questions and Answers
-----------------------------

Q:  How do I escape?
A:  You will need the key first.  The guards will come when you ring the
    bell, but they WON'T notice you if you're in a cell.  They also leave
    the door to the guard room open when they leave.

Q:  HOW DO I ESCAPE?
Q:  If you freed the guy from the torture machine, he can help you.
    Black Salt will restore his memory.  He's also now a kid.

Q:  The Chief took the gun!
A:  That's not a question.  But let her have the gun - she's invincible and
    will fight for you.  Let her be your bodyguard.  Sing the theme song
    from the movie.

Q:  Where do I run?
A:  East door.  If you took a different route, you're allowed to go back.

Q:  How do I get out of here??
A:  You'll need to push the crate from one area to another.  I highly
    recommend using the invisibility spell.

Q:  I got the crate, now what?
A:  You use it in the first area.

Q:  I'm on the roof, now what?
A:  The Chief will help you with the lift.

Q:  How do I jump?
A:  Space near gaps.

Q:  I can't use the board!
A:  You can't stand on it to use it.

Q:  How do I reach the 2nd lift?
A:  You'll need a counter-weight.

Q:  The Chief is with me on the 2nd lift.  Now what do I do?
A:  You'll need to use the lift. and you'll need to push something left
    behind in the courtyard.

Q:  How do we got to the pens?
A:  You'll need something heavier than two kids.

Q:  My tripadon is useless!
A:  He's thirsty.  And that wasn't a question.

Q:  I'm not writing the questions, you are!
A:  Good point -- that means I'm talking to myself.  But that still wasn't a
    question.  Wait a sec... hmmmm...


6.4.7 Things I Learned From This Chapter
------------------------------------------
*   If a prisoner shoots you in the back, as long as he didn't open his cell
      door then you're not allowed to do anything about it.
*   If you are invincible you have every right to be small and annoying.
*   Guards will ignore crates that appear to be moving by themselves.


6.5 Chapter Five:  Rebel Camp
=================================

6.5.1 General Notes
---------------------

*  Do not enter the arch without the Sounding Stick.
*  You can show something to the kid in exchange for something VERY good.
*  Getting the cactus heart is merely amusing.  Show it to the tripadon
     caretaker.
*  Anything effecting your Magic is also striking your mind and can be
     countered with the Veil/Mind Block.
*  You will get a wave (full restoration of MP/HP) near the end of this
     chapter.

6.5.2 Bugs You Should Be Aware Of
-----------------------------------

*  Occasionally the Sounding Stick will reveal that you're standing in the
     MIDDLE of a trap.  You are now screwed - reload before you have to sit
     through the Game Over screen again.

6.5.3 Cut Scenes Of Note
--------------------------
*  None

6.5.4 Combat Tips
-------------------
*  If you have cover, use hit and run tactics.
*  Stand near walls to throw off aim.
*  When in doubt, shoot as rapidly as possible.
*  Your attack spell does more damage than your weapon.

6.5.5 Available Spells
------------------------
*  None

6.5.6 Questions and Answers
-----------------------------

Q:  How do I get the Sounding Stick?
A:  You have to touch the Wrist Jadar.  The #2 man will take priority over
    touching it until you've done all his conversation paths.  You may have
    to try several angles for it to work.

Q:  What do I trade the kid?
A:  Something hourglass shaped.

Q:  What does the Cactus Heart do?
A:  The caretaker of the tridapons will give you a swig of booze whenever
    you show it to him.

Q:  I hate these sand traps!
A:  So do I.  Take baby steps and use the Sounding Stick constantly.

Q:  When do I use the Crystal Vial?
A:  There's a glowing spot in the East side of the Sea of Eternity.

Q:  Why am I taking damage?
A:  The Mermaid's song is messing with your mind.

Q:  How do I end the chapter?
A:  Equip the conch.


6.5.7 Things I Learned From This Chapter
------------------------------------------
*   Children can consume mass quantities of alcohol without throwing up or
      getting drunk.
*   Sand traps are square.
*   Mermaids are scary looking.


6.6 Chapter Five:  Rebellion!
=================================

6.6.1 General Notes
---------------------
*  This is the only time you'll be able to blast the bejeezies out of
     everyone and where the combat will be fair.  Keep that Freeze spell handy.
*  You can upgrade your weapon here, and it's essential that you do so.
*  Your first boss fight will occur in this chapter.

6.6.2 Bugs You Should Be Aware Of
-----------------------------------
*  When Dr. Doom (Val Subek) is with you in front of the big machine, you
     will be trapped in the field and forced to take damage the entire time.
     You can not skip this cut scene, and you can not prevent the damage.
     Activate all armour spells that you can first, and make sure your health
     is in the green area.

6.6.3 Cut Scenes Of Note
--------------------------
*  None that you can skip, but see Bugs.

6.6.4 Combat Tips
-------------------
*  Everyone except the boss can be hit with Freeze first.  It's a cheap and
     easy way to kill all your opponents.

6.6.5 Available Spells
------------------------
*  The Lemur in Dr. Doom's place can still teach you spells for an hourglass.
*  There is another Lemur in the boss's room, but I never got him to let me
     take the other two spells.  Since I beat the game without them they
     can't be that useful.  And I don't care to play it again.

6.6.6 Questions and Answers
-----------------------------

Q:  Did you know that the figure number is the sign of the devil?
A:  For one thing, there are periods between each number.  For another,
      that's an old superstition having to do with the number three.  Nine
      was lucky because it was three times three... I'm not sure why twice
      times three repeated three times is evil.

Q:  Where's the new weapon?
A:  Temple.

Q:  How do I get the key to the door?
A:  Unequip, talk to the child guard in the temple.

Q:  How do I stop the machine?
A:  Ask Dr. Doom.  (Val Subek)

Q:  How do I short-circuit the machine?
A:  Use a tool.  And then use your bare hands.

Q:  How do I kill the boss?
A:  Personally, I just tossed on defensive magic and stood my ground, firing
    with the new gun.  If that does work, run and let Ashimira do her thing.
Told you, she's you're bodyguard.

Q:  How do I free the King?
A:  Man, child, sage, Khronos.

6.6.7 Things I Learned From This Chapter
------------------------------------------
*   As far as this game goes, Quality Assurance is an oxymoron.
*   Short circuits are best handled with your bare hands.
*   I found all the killing in this chapter the only brief point of stress
      relief in the whole game.


6.7 Chapter Seven:  Behind Enemy Lines
==========================================

6.7.1 General Notes
---------------------
*  This chapter is bug central.
*  You will get a wave at the end of the chapter, so don't use items unless
   you have to.

6.7.2 Bugs You Should Be Aware Of
-----------------------------------
*  When riding lifts, sometimes the lift goes through you and you are screwed.
*  When riding lifts, if you hit the spacebar at any wrong time or wrong
     direction, you are incapable of doing anything else until he finishes
     talking, often screwing you.
*  Do not walk out onto the tracks where the mine cart gets pushed off - he
     will make a comment and step backwards.  The problem is he does not
     necessarily know enough to do it right, and he will continue to make
     comments and try to step backwards.  You can't skip it, and the game is
     in effect, completely pooched.  Force a close by hitting ALT-F4.
*  Sometimes you're allowed to use the disrupter on a different floor and
     still nail the top floor robot.  If you can, this is a bug that's
     worked in your favour.

6.7.3 Cut Scenes Of Note
--------------------------
*  When the female priest is talking, skip the scene.  She'll start attacking
     immediately afterwards.  By skipping the scene, at least any defensive
     spells you've cast will still be in effect.

6.7.4 Combat Tips
-------------------
*  Cast freeze, shoot 'em with the gun.
*  You can't fight robots.

6.7.5 Available Spells
------------------------
*  None - you will get no more new spells from this point onwards.

6.7.6 Questions and Answers
-----------------------------

Q:  How do I defeat robots?
A:  The only way is to take control of them with various control panels.

Q:  What do I do about the robot on the top floor?
A:  You have to use the Disrupter near him.

Q:  Where is the Disrupter?
A:  In the middle floor robot.  Perhaps you can arrange an accident.

Q:  Why doesn't the bridge work?
A:  As a safety feature, the bridge will not collapse if anything is on it.

Q:  I've taken control of the top floor robot, now what?
A:  You actually need him to be on the middle floor.

Q:  How do I control the robot when the controls are on the top floor?
A:  You'll have to find another way up.

Q:  How do I leave this place?
A:  You'll need to take an alternative route from the bottom floor to the
    middle floor.  This route is the only way to reach the mine cart.

6.7.7 Things I Learned From This Chapter
------------------------------------------
*   Again, as far as this game goes, Quality Assurance is an oxymoron.
*   "Wales" (sic) will never be Mario.


6.8 Chapter Eight:  Victory?
================================

6.8.1 General Notes
---------------------
*  People still can't hit a moving target.
*  Robots hate robots.
*  Mr. Fancy Pants is still invincible.
*  Ashimira scares Mr. Fany Pants.
*  I hate this game.

6.8.2 Bugs You Should Be Aware Of
-----------------------------------
*  None that royally screw the chapter.

6.8.3 Cut Scenes Of Note
--------------------------
*  None

6.8.4 Combat Tips
-------------------
*  Time-Freeze, then gun or spell.
*  If that doesn't work, run.

6.8.5 Questions and Answers
-----------------------------

Q:  How do I help Ashimira?
A:  Robots hate robots.

Q:  What do I do about that flying robot?
A:  You can't fight it.  You need to deactivate its power source, and you
    have very little time to do so.

Q:  How do I kill Mr. Fancy Pants?
A:  You don't.

6.8.6 Things I Learned From This Chapter
------------------------------------------

*   Whoever built the robots offered the same quality assurance as this game
      was given.
*   Mr. Fancy Pants is very annoying.
*   All Evil Overlords LOVE organ music.
*   Ashimira scares Mr. Fancy Pants.
*   I hate this game.


6.9 Chapter Nine:  I Hate Mr. Fancy Pants
=============================================

Yes, you read that right.  Insert "I Love Lucy" opening here, except of
course it should read "I Hate Mr. Fancy Pants" and it should show his face
with a cross-hair super-imposed on it.

6.9.1 General Notes
---------------------
*  Yes, you must do the tired reaction in response to the tired clich‚.
*  Ashimira will be your body guard as long as memory holds.
*  You will have one last boss fight, and it's a royal pain.

6.9.2 Bugs You Should Be Aware Of
-----------------------------------
*  The levers will appear at certain angles when they're not supposed to.
   You must pull them in the proper order to solve a puzzle, so this in
   effect makes it harder because you see "fake" levers when you're not
   supposed to.

6.9.3 Cut Scenes Of Note
--------------------------
*  None

6.9.4 Combat Tips
-------------------
*  The Lemurs will not approach the crystals - this will give you breathing
   space and a good sniping spot.

6.9.5 Questions and Answers
-----------------------------

Q:  How do I defeat the Lemurs?
A:  Close the well.  Play with the first Lever when Mr. Fancy Pants Appears.

Q:  How do I defeat Mr. Fancy Pants (human)
A:  You can't.  Next question.

Q:  How can I help Ashimira?
A:  She will be deharmonized, it's unavoidable.  However, the water in the
    Crystal Vial will restore her memory.

Q:  How do I NOT wind up like Mr. Fancy Pants?
A:  Use your "guide".

Q:  How do I defeat Mr. Fancy Pants?
A:  With great difficulty.  Hopefully you've got Little Miss Invincible
    (Ashimira) to help you.

Q:  How do I end the game?
A:  Kill the guy who started this whole mess in the first place.

6.9.6 Things I Learned From This Chapter
------------------------------------------
*   Ashimira is invincible against everything BUT Lemurs.  It's like
      kryptonite to Superguy.
*   I still hate Mr. Fancy Pants.
*   I still hate this game.
*   Actually a decent ending considering the lack of quality during the
      rest of the game.
*   It's over!  IT'S OVER!!!  HOOORAY!




===========================
7 Spoiler Walkthrough
===========================


7.1 Chapter One:  Hourglass City
====================================

Get the nautilus.  Then head out and chat with the merchant a bit.  Keep
moving - the city goes pretty straight and don't bother with the doors.
When you enter the main area with a giant hourglass, hang a left until you
reach the only exit.  A cut-scene will occur.  Exit through the area you
were going to.

On a near-by alter is a bowl, and its only purpose is to use for the gambling
game.  If your character is facing the entrance to the giant hourglass area,
go to his (and your) left until you reach a large, cave-like opening.
That's the temple.

Talk to the priest and then enter the sphere.  You'll meet a helpful and
patient Lemur and learn three spells.  Head out and get your quest to get
the compass.

If it weren't for the horrible camera angles I'd direct you to the old
merchant woman, but the way it bobs and spins makes it nearly impossible to
give accurate directions.  The merchant woman wears green, and she's old -
if that's a help.  Next to her is a basket - use it three times until she
walks over to it, and while she's distracted grab the ointment and
run.  You'll have to be reasonably fast. the invisibility spell might help
if you can afford using it.

Next up, you'll need a weapon.  At one point, a guy was busy praying and was
in the way.  Now you can grab it - if not, the game has messed up and you'll
have to restart.  (You know it's messed up if you stand a bit in front, hit
space when there's nothing there and he babbles about not disturbing the guy)

Move back to the giant hourglass.  The gardener is now a young man - speak to
him until he gives you some healing herbs.  You'll need 'em.

Now, go find the merchant kid.  He's now an old man - give him the ointment
in exchange for the compass.  You're ready to leave now.

Head back past the temple until you get a cut-scene where some schmuck shoots
a kid for trying to pet his animal.  Blast the hell out of him.  Skipping
this cut-scene may make him wander a bit, but he's still the only armed guy
in the area.  Once he's dead, use the beast and off you go.

Is it me, or are those things a ridiculous form of transportation?  The
animation is horrible.


7.2 Chapter Two:  The Temple
================================

Listen to the sign's sounds.  It goes "Rumble, Gong, Hiss, Wind sound, Alert
Music, Rumble" - well, something like that anyway.

When you step onto the square, it plays the first sound.  When you approach
the magical teleporters, they play different sounds.  Enter the teleporter
with the corresponding next sound.  It's the only way to solve the puzzle as
the path is randomized each time you load. Sneaky, eh?

At the last teleport, you'll have to fight a ghostly guard.  Eliminate him
any way you can.

After the fight, enter and I highly recommend using those healing herbs if
you still have them.  Enter the machine room, and kill the mechanic (the guy
in the mask).  Get all the items, although the oil's not really needed.  (The
Black Salt is a must-grab)

Head to the examiner's room, pull the levers (for the heck of it) and explore.
(Okay, in all honesty I'm not sure if that one lever does something important
or not, but I like pulling levers)  On one table farthest from the sphere
you'll find an item that will heal you to full (it's on a junk table).

On the table next to the sphere is an hour-glass item that will either
increase your available MP (and HP, supposedly) or can be traded in for a
powerful spell.

Enter the sphere.  Get the Dispel and Freeze spells that are deeper in the
place, and cast Freeze Time on the last crystal that keeps vanishing when you
try to touch it.  That takes care of the spells.  For a tutorial, select a
spell near a Lemur.

Exit - and after a brief conversation with one of the monks, you'll be
attacked by "Mr. Ominous".  I couldn't care what his name is - his dialogue
and acting is terrible, so let's rename him to "Mr. Fancy Pants", just to
belittle him.

Mr. Fancy Pants is invincible.  Run.  Run away, right past him, out the door,
and don't stop running.  Enemies have real problems hitting a running target.
Run past him, run past the guards (who shoot and miss) and run to the
machine room.  Enter the machine room, and kill the mechanic if you haven't
already.  Turn the wheel on the farthest platform, and then jump into the
mine cart - it's where there's a gap in the railing and where the blast
comes out when you pull the lever.  End of level.

If you're wondering what the oil is for, there's a duct in the examination
room that you can oil to open, but when you pop out there, Mr. Fancy Pants
is spawned practically next to you.  The oil is also used in the next chapter.

If you enter through the door, you get a head start as he has to round the
corner first and can't see very well out of that helmet.  Let me get this
straight -- instead of following me close behind, he chooses to teleport in
a less-than-strategic location?  Stupid game.

Is it me, or does Mr. Fancy Pants' spawn points make no sense?  I mean, he
has to FOLLOW you, so how does he get ahead?



7.3 Chapter Three:  Hourglass City Revisited
================================================

Talk to the old man until he agrees to take care of your tripadon.  Talk to
him again and he'll lead you into the city.

Once in the city, you've a few tasks ahead.  First thing's first - pick up
the bucket.  Then go to the area where you stole the old woman's ointment -
she's now middle-aged and is collecting sandscrapers.

Head back to the entryway and grab the first one - in exchange for seven,
she'll give you an item that will activate some minor armour on you at no
cost.  As you return to where her stand was, hang a left and in an alleyway
you'll find another sand scraper.  You can always tell where they are, they
make noises.

Go to the city centre with the giant hourglass.  Take a tour - and ignore
the sandscraper that runs around in this area, you can't catch him.

The woman (she wears green) will patrol this area trying to catch him.

Talk to the gardener, and then go around the centre until you find a bucket
with herbs in it.  Pick them up - you'll use them twice in this chapter, and
they respawn when used.  Also in this area is an annoying kid who keeps
wanting to play a game with you.  If you want to play, wager the bowl because
it's useless.  He'll give you herbs for each game you win.  Go around to the
area where the guards are - hang a left (if you're facing them) to see a
woman chiselling something.  Pick up the chisel, and then talk to her.

Use the chisel on her work to correct the errors, and then talk to her
afterwards and she'll give you some Black Salt.  The chisel is now useless.

The Temple
----------
In this area there's some schmuck who's wandering around.  If you enter the
sphere after talking to him, the Lemur there will ask you for a favour.  I'm
not sure what good this favour does; it seals off the sphere afterwards but
it sounds amusing.  Check out the back wall - not sure if it does anything
at this point, and didn't bother to figure it out the next time I passed this
way.

Sorry - this FAQ was agony to complete because of the poor game design and
I've no intention of playing through again just to figure it out.

Trust me - you'll get through with my help.

If you're having problems giving the item to the guy, you have to wait until
he's "free" or he'll just do his usual line.  The angle is somewhat
important too.  Nevermind, the game's horribly designed and I just don't
care that much.

Hamiata, The Kitchen, and Tea
------------------------------
She's in the kitchen - just go past the trader kid and you can reach it.
You can get a knife here for free.  You will need dried tea leaves and a
cactus heart.  Use the tea leaves on the nut-drying thingie in the torture
area.  Use the tea leaves in the kettle (it's the thing she visits
occasionally, left of the doorway) and then use the cactus heart.  She will
give you her key.  The tea leaves must be dried for it to work.

The tea leaves are in Hourglass centre.  There are two cactus hearts in this
area, both are in newly unlocked areas.  I wish I could say exactly where
they are, but the constant rotation of the (think I've mentioned this enough
yet?) camera makes it really difficult.  One is near the tripadon pens.

Ataimah, Her Back, and the Washing Machine
------------------------------------------
Trade the bucket for the ointment.  Then give the ointment to the old woman
by the machine.  Get the wrench from the machine, turn the lever.  Then pull
the wheel as far left as you can go (Hold Space+Left) and the steam will go
to max.  Then move one of the crates away from the wall until you can see
the smaller leak.  Fix the leak with the wrench.  Then push the crate back
so you can climb on it.  Turn the wheel once to the right to reduce the
steam and fix the second leak.  Talk to her for her key, and take her advice.

The Girl and Her Doll
---------------------
When the trading kid first pops out near one of the alleyways saying
"She really gets on my nerves", enter where he left and search the area for
goodies (there are two).  Then find out about her doll.  Leave, and you'll
find some crates near this area.  Climb on them and pull the top crate off
the lower one (hidden between two lower crates) and the pull out the lower
crate and place it against the wall.  Tap space to climb on it, and then
over the wall.  Put a honey cactus heart on the funny fence-like thing to
the left of the tripadon, and then claim the doll.

By the way, you CAN kill the beast but even though it's dead at the time it
will still stop you from getting the doll.  God, I hate this game.
(I'm guessing God's already aware of this by the amount of cursing I did at
this point)

You can now either give the doll to the girl for a flute, or give it to the
kid trader for a full-health item.  The flute stuns Lemurs for a very short
period of time and can only be used while a child.  It's your choice what you
want.

Freeing the Schmuck and Getting Info
------------------------------------
In the torture area you will need to enter the shadows by the steps where
the two guards are to overhear a vital conversation.  Then you can try to
free the poor schmuck.  While you can fiddle with the controls (the wheel is
vital to be turned) you will be interrupted by one guard who announces he
needs to "Freshen Up".  As long as you don't attract his attention, you may
shoot him to your heart's content while he visits the fountain and returns to
his post.  Yes, you can kill him this way.  Yes, you might as well.  Freeing
the slave will give you some help in the very next episode, and as it doesn't
cost you anything (plus it's fun to shoot guards) you might as well.

Just don't shoot him if the guard has noticed you (by talking to you) or
you'll screw yourself over.

Behind The Red Door
-------------------
(No, I've never seen the movie, I've just heard of it)

After you have gotten both keys and opened the coffer in the kitchen for a
medallion, you can talk with the guard guarding the red door near the city
entrance.  Talk to him to tell him about the other guards (nothing equipped)
and then equip the medallion and talk to him again to get inside.

The Sandscrapers
----------------
#1:  At the town entrance.
#2:  In an alleyway near the entrance.
#3:  On top of some boxes - you'll have to push one over to reach it.
     Near the gaming area and Ataimah or whatever the old woman's name is.
#4:  Hidden in the boxes (it's not visible) just outside of the kitchen.  As
     in, not in the kitchen but right next to the doorway to get in.
#5:  Behind a fence.  Use the "tea leaves" or "weeds" to get it.
#6:  Wandering around the prison/torture area.  There's a far more fiendish
     torture device than the one they're using and I'm the fool writing an
     FAQ about it.
#7:  Once you get past the red-door guard (you need to have the token)
     there's one wandering around the area inside.  Once you have all seven,
     immediately go find the woman because once you enter the building you
     won't get another chance.

Dr. Doom
--------
I call this guy Dr. Doom because he LOOKS like Dr. Doom.  Unlike every other
person with a metal face, he's actually pleasant.  Use the oil on the wheels
of the staircase  before using it, and search the area carefully.  You
should find black salt, a healing orb, and maybe an hourglass.  Talk to Dr.
Doom or just enter the sphere.

If you can tell the fakes from the real ones you're better than I am.  The
far left one seems to be real - save before trying or you'll permanently lose
Max MP per fake.  Then go to the very back to get a valuable spell.  Now, I
tried casting this spell before touching the crystals and it didn't seem to
do anything, but it might be possible to detect the real crystal just by
casting it first and then examining them.

You can get the "Cheap Salt" spell from the Lemur - of all the extra spells,
this one seems the most valuable.

After you leave the sphere, Dr. Doom should notice you and give you a hand.
Leave the area for a cut-scene and the end of the episode.


7.4 Chapter Four:  Escape From Hourglass City
=================================================

Meet your new bodyguard, the Rebel Chief.  Talk to her, and then...

Grab that key!  But don't open the gate.  When the guard comes back,
position yourself so that you're in the upper-left hand corner of the doorway,
facing the guard.  You should be able to hit him in the back with a spell as
your arm goes through the gate.  It's a lot easier to fight him this way.

Now, open the gate.  Explore a bit, but ignore the guy who's volunteering to
help you.  As if they're really going to lock an armed guard in a cell just
in case a prisoner escapes and starts freeing people?  You'll want to open
the gate one room to . well, to the West if that's clear at all.

Debts Repaid
------------
If you freed the guy on the machine, he's in the cell now.  Give him some
Black Salt to restore his memory, and he'll help you escape.  When he rings
the bell, the guards will run off to the East and let you go up the stairs
to the guard room.

On Your Own
-----------
If you didn't free the guy, unlock the cell closest to the stairs up.  Ring
the bell, and hide in the cell.  The guards will run past, allowing you to
go up into the guard room.

Escape!
-------
Let the Chief grab the weapon from the rack - she's now armed and she's also
invincible. She will now attack anyone trying to attack you.  Shortly after
she's armed, a spell caster will appear.  If you have "Cheap Salt", hit him
with a Freeze spell and then drain his power.

Run out the East (right) door.

The Chief will run to the next area.  Have your Invisibility spell selected,
and start pushing the box towards the arch.  If a guard shows up, cast it
and then continue to push it.  The screen will fade out once you've pushed
the crate through.

In the second area, cast Invisibility again, and let the Chief handle the
guards.  Push the crate against the boxes - not the middle one you can climb
on, but one to the right of it.  Once you do this, you can climb on the
crate (tap space) and then climb up the crate that was too tall to reach
before.  Continue on up.

The Chief will follow.  Now, get on the lift and the Chief will send you
across.  Cut the ropes on the crates with your knife.  Jump across the gaps
with the spacebar, and use the board.

You can only use the board if you're NOT standing on it.

Then push the crate across the board so you can use it to climb up the
crates on the other side.

On the roof, use the board again.  Then push the create on the end of the
board, and walk across the board and hit space to leap to the winch.
The Rebel Chief will join you.

Now, have Invisibility ready again and stand on the lift.  The Chief will
lower you.  Go back and grab that crate you used to climb to the roof top,
and pull it to the area where the lift is.  You'll have to keep casting
Invisibility to stay alive.  Pull the crate onto the lift and stand on it,
and the Chief will pull you up.

Push the crate off the lift on to the roof top.  Use the winch, and then
push the crate on to the weight.  The Chief will join you and you'll lower
to the tripadon pens.

NOTE:  Now that the combat is over, unequip everything and use space on the
Chief.  She will give you the blaster back.  If you took it, while equipping
it and hitting space you will give it to her.

Finally, fill the bucket with water by using the pump, and then use the
water in the trough to give your tripadon a drink.  Then use the tripadon
to end the episode.


7.5 Chapter Five:  Rebel Camp
=================================

There's a lot of prep you have to do here.  Talk to the Chief, now known as
Ashamira, and meet her #2.  Touch the weapon on the table, and talk to him
to get a Sounding Stick, which is vital.  Then talk to the kid, and show him
your empty hourglass symbol thingie.  He'll give you a full one.

Now go talk to Ashamira in the only open tent.  Open the box and get the
Black Salt, then cast the spell by the arch.  Enter the arch.

Using the Sounding Stick, navigate your way around the pit traps.  Basically
you have to go to the right, circle around until you can see a narrow
pathway near the mountains.  CAREFULLY thread your way to it.  You will need
to use the stick constantly as it's not that reliable.

Once out there, you'll have to face three Lemurs in combat.  The first one
you can use hit-and-run tactics on.  The second one you should put your
shoulder to the left wall and fire.

The third will simply be a matter of reflexes.

Use space to leap across the gaps.  Get the Shell of Time for full MP.
Don't bother with the cave - there are two more Lemurs in it and one that
when defeated, becomes transparent.  If you have Cheap Salt, you can siphon
off MP while he's helpless, but he'll soon regenerate and attack again.

I'm not sure if you can charm him with the flute while helpless or even
talk to him or give him an hourglass for spells.  I didn't think it was worth
the cost of battle.

At the third Lemur, make sure you pick up the crystal vial - it LOOKS like
Black Salt but it's not.  Grab it by jumping across after killing the Lemur.

Then make your way to the Sea of Eternity.

The Mermaids
------------
After the wave, you will take constant damage here until you cast Mind Block
(Veil) so just cast it first thing.  Then grab the Shell of Time, and go
East, over to the glowing pool and use the Crystal Vial.

Talk to the Mermaid closest to the ground while your spell is still on to
advance.  She'll give you an item.  Pick it up, and equip it to end the
chapter.



7.6 Chapter Six:  Rebellion!
=================================

After a cut scene, you'll be thrust into combat.  Have your Freeze spell and
weapon ready.  You only have to kill the guards once, they can't respawn.

The Temple
----------
Kill the magic user in the temple, and get the advanced weapon and
Black Salt.  Notice there's something funny in the back - I've never figured
out what it's for.  Talk to the child guard until he gives you the key
(don't have anything equipped)

You can now go back to the entrance and talk to the tripadon keeper for herbs.

Dr. Doom to the Rescue!
-----------------------
Head to the centre of town to see a giant machine there.  Leave, and then
open the red door using the key.  Enter the building where Dr. Doom (I know
it's Val Subek.  I like the idea of Dr. Doom being a helpful nerd) is and
he'll explain the latest plot "twist".  (Big surprise)  There's black salt,
a full-healer AND an hourglass here.  Talk to Doom until you explain the
situation about the machine.

Now, there IS a weapon on his bookshelves, but it's got ridiculously short
range.  Essentially it's an infinite-use time-stopper.  Go ahead if you
want it.

Dr. Doom will now follow you - make sure you've cleared a safe path.  Now,
before entering the square, HEAL UNTIL YOUR HEALTH IS AT GREEN.   Why?
Those idiots didn't bother to place you so you don't take constant damage
from the field during the cut-scene, and you DO take damage, and you CAN'T
MOVE!

Open the machine using the wrench, and then unequip everything to
short-circuit it.  You can now continue on.  Kill the two guards, heal
yourself to full and prepare for the boss fight.

The King
--------
Ashamira will help you fight, so concentrate on defence, not offence.  Use
the new weapon you found as it's powerful.  Eventually the creep will kick
off.

To free the King, flip the hourglasses in this order:

Man, boy, old man, Khronos (guy with gears)

You might be able to convince
the Lemur in the sphere to teach you a thing or two, but I didn't bother
showing him all my items to get a reaction.  I do know that he does not care
about your charged hourglass, but the empty one might get a reaction.  He
won't let you touch either crystal.  I would suggest either showing
him various items, or try different spells on him to try to get them.

Talk to the King and the chapter ends.



7.7 Chapter Seven:  Behind Enemy Lines
==========================================

Now they've decided they're going to wipe out the other jerks too.  Guess
who has to get them inside?

You'll be given a key.  When you open the door, throw on defensive spells
and then skip the cutscene - the female magic user will just complain about
the system not working.  By skipping it, your spells will still be in place
when she turns to fire at you.

Kill her.  Then use the North control panel to control the robot - make him
back off the bridge.  Then reactivate the system with the level to the right
of the robot controls.

Then pull the bridge lever - it's inactive as long as anyone stands on it as
a safety measure.

Then make the robot take a flying leap.  Fun.

Pull the bridge lever again, and go down the elevator shaft.  You'll find a
pile of scrap metal where the robot fell - get the Disrupter in the middle
of it and go up to the top floor.  Use the disrupter to deactivate the robot.

Go to the control panel, and make the robot enter the elevator.  Join him,
and take him down to the middle floor.

Save your game before attempting the next part, it's chock full of bugs.

Lift Ride
---------
Jump on the lift, to left of the elevator, when it pauses.  Ride it to the
next floor, and jump off when it pauses again.  Jump using space, and you
MUST wait until it pauses or you WILL be screwed.

Head to the controls, and make the robot push the mine cart.  Move him on
the tracks and out of your way.  Go back to the elevator and hit the call
switch.  (The call switch is the one outside).  Wait AWHILE for the elevator
to finally reach you and head down to the basement.

Save your game before attempting this next part, it's also chock full of bugs.

Lift Ride 2
------------
Wait for the lift to appear (and stop moving) in the basement, and jump on it.
Ride it to the next floor, but this time, face away from the platforms and
towards the mine cart (that would be East instead of North).  Hit space when
it stops moving to jump into the cart.

Get out IMMEDIATELY and kill the magic-user guard.  Grab some more Black Salt.
Enter the gold doors with the big face on them, and kill the other non-magic
guard (same as usual:  Time Freeze, gun).  Then hit the blinking level to
activate the teleports so the rebels can attack.  The next wave will hit,
and the chapter ends.



7.8 Chapter Eight:  Victory?
================================

You can look around with the monitor for all the good it will do you.  Leave
the place through the main doors, and run down the hallway.  This will seem
VERY familiar, eh?  Except this time, you're running back to where Mr. Fancy
Pants attacked you the first time.  Head back to the sphere room.

You will notice the teleporters magical sparkles.  If you don't have the
Cheap Salt spell, power up your MP if it's lacking.  You will then be forced
to cross the teleports and have a magic duel - your weapons will be disabled.
Toss a Freeze spell, and the obliterate him.

Grab the sand-healer, black salt and anything else of value in the room.
Head through the doors to the West until you come across a control panel.

Manipulate the robot so it meets the other robot blocking Ashamiria's path.
Hmmm. looks like Quality Assurance of the game abounds in the world of
robotics as well!

Head back out and kill the remaining guards.  Enter the room they're
guarding.

Trapped!
--------
The King will get nailed by a trapping robot.  Sprint off, ignoring Ashamira,
down the side paths until you get to the very back.  Toss a Freeze spell on
the mage - you don't have time to fight him yet.  Pull two of the levers on
the one side.  Then run to the other pair of levers, and pull one of them.
Go to the last lever, THEN kill the mage, and pull it.

If you did this right, the machine will hover just in front of you allowing
you to pull the final lever and finish it off.

Mr. Fancy Pants
---------------
Yes, he's STILL invincible.  Run away!  Run away!  Run to where Ashimira and
the King are being held.  Turn the wheels to free them - ignore Mr. Fancy
Pants if you can.  Once both are freed, he will run.  Maybe because
Ashimira is ALSO invincible.

Pay attention to the organ music.  It should be "Low, High, Middle, Middle,
Low".  Pull the levers around the organ until its music matches what Mr.
Fancy Pants used, and then repeat the music.  This would be the lower-right
corner of the organ, upper-right, lower-left, lower-left, upper-left.

Follow him out.

The "Evil" Arch
---------------
Talk to the King.  Then touch all the heads except the two trapped ones.
These would be #7 and #9, counting clockwise from the far left, and I don't
think there's a way to detect which ones are trapped.  The trapped ones will
injure you.

Then cased the arch spell and enter the portal.  End of chapter.



7.9 Chapter Nine:  I Hate Mr. Fancy Pants
=============================================

After passing through, you have ONE more chance to fill the vial, should you
have it, with water.  I highly recommend doing so.  There's also another
Shell of Time available.

You will be given the key.  Enter the glowing portal.  Then pick up another
Shell of Time.

As you approach the crystals, Mr. Fancy Pants will appear and do the ol'
tired clich‚ of "gimmie or your friend dies".  Before you give the key to
him, pull that grey lever behind you.  Then give him the key.

He will promptly get himself killed.  Before he does that, he sics his
Lemurs on you.

Ashimira will provide a timely distraction - it may be cold, but you MUST
sacrifice her - hit the remaining levers in order as they appear.  I realize
that one of the levers is visible at any angle, this is a bug.  If you need
breathing room, run towards the crystals - off to the right is a small cave
where there's a Shell of Time.  The Lemurs can't seem to follow you
there.

After all the levers are pulled, the well will be closed.  Standing from the
crystal area, fire outwards at the Lemurs - they can't seem to reach you from
there.  Ashimira will then reappear (they did say everyone was immortal) but
her memory is gone.  Give her the vial - she'll remember she's your
bodyguard and you STILL need her help.  (It's not put that way, I know)

Now get the key from where Mr. Fancy Pants left it.  Use your Nautilus to
reveal the correct pillar, and use the key on that pillar.  You will be
teleported into the next area.


I Still Hate Mr. Fancy Pants
----------------------------
Get the Shell of Time from the desk, and look over at the pillar of water.
GUESS WHO SHOWS UP ONE MORE TIME???  Yes, Mr. Fancy Pants, although he no
longer wears pants.

If you used the vial on Ashimira, she will have come with you and will
provide cover-fire and battle-assistance one last time.  She might not do
much damage, but at least she is constant and once again invincible.  This
is a difficult battle.  Take advantage of when MFP teleports to heal
yourself and renew defensive magic.

This is your last serious battle.

When you kill him, finally, you will get an explanation for this whole mess.
Not a very good one, but at least it's the end of the game.  Khronos
explains what you must do.  Well, not really.  What you have to do is kill
him (you) and then you can get the hourglass and finish the game.  Ashimira
kicks off, you get your final cut scene, and this horrible nightmare finally
comes to a close.

One thing that strikes me odd is that the ending is surprisingly well done
considering how crappy the rest of the game is.


==================================
8 Cheating to See the Ending
==================================
In the directory "\Scripts" there is a file called "EngineParams".  Edit this
file with a text
editor, and change it so it looks like this:

[Cinematiques]
Cine0 = cine003
Cine1 = cine003b
Cine2 = cine004

That should do the trick.  Next time you play, it will play the ending
instead of the opening movies.


8.1 Other Tricks
====================

Spells can be cast for free within Spheres - any time-based spells can be
cast and will stay in effect when you leave.  Problem being they don't last
long enough to really matter.



===============
9 Closing
===============

I would like to thank CJayC for creating Gamefaqs.com.  I would be lost more
often in my game playing without his site, and deprived of a lot of really
great FAQ's.

I would also like to thank him both for creating the FAQ Bounty Contest and
for including the option to give all or a portion of your winnings to the
Red Cross, and for matching said donations.  This guy not only has
dedication to his site, he's got heart.

It is my hope that this FAQ will help someone out there trying to win this
nasty little work strictly because they are as stubborn as I am.  Hats off to
all those who completed it by themselves!

Finally, I would like to say that if the game's horrible design, control,
writing and programming flaws had been addressed, then the game itself could
have been good.  The core puzzles, while not too difficult, are often clever
enough -- and there is a concious effort to ensure the game logic is
consitant with the story.  (Compared to say, Final Fantasy where having a
two-tonne nuclear bomb dropped on you is only fatal if it's part of the
"plot" as opposed to what happens in combat.)

If one of the game's producers ever read this, I have the following to say:

First off, you are a moron.  I'm sorry, but you are.  Instead of picking at
minor flaws in the game, I'm trying to pick through it to find good points.
There, I feel better for having said that.

Secondly, I think the damage caused by releasing a game with so many flaws is
worse than if you had not released it at all.  I can never trust your
distributor or company completely again and it would take rave reviews from a
trusted source to prove otherwise.  Either fix the flaws or drop the project.

Finally, here are a few tips:
1) The camera needs to be stationary if you can't make it follow
   properly.  The rotation made is sickening and difficult to navigate, even
   if you overlook the horrible angles.
2) If you're going to put a dodge in the game, making it actually worth doing.
   Since you can't strafe, dodges should be completely invulnerable and
   doable in an instant.  If you can duck, put cover for the player to duck
   behind.
3) If you're going to use ranged combat from a third-person perspective,
   make sure the auto-aiming is excellent.  Anything else is poor control.
4) Please try to avoid clich‚s.  Getting home was a fine goal - saving the
   universe is excessive.
5) If you're not going to allow the player to point-and-click to get objects,
   then make sure you give some sort of hint of what the character is
   looking to interact with.
6) Always, always let a player skip the game over screen.  No one wants to
   have loss rubbed in his or her face.
7) Try to allow for multiple solutions, especially if there's no logical
   reason why they won't work.  (Such as just shooting the tripadon to get the
   doll)
8) If you're going to put spells in that are supposedly so good they cost
   you potential power-ups, then they should actually be worth it.  Even if
   they just hit automatically.
9) Forcing the player to use up MP just to save was one of the worst game
   ideas I've ever heard - especially when there are many bugs in the game
   and limited slots.



Contacting Me:

If you have questions or comments (not flames) then feel free to email me
at jreyal@hotmail.com.  If you can contribute to this FAQ, by all means do
so and I shall give you full credit.


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http://members.brabant.chello.nl/~h.vangompel/

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