Ark Of Time walkthrough
ark of time walkthrough
ARK OF TIME
- A Basic WalkThru - by Mary McBride
Note: This walk-thru is written from my notes, after playing
the game just
one time thru. I did *not* play it again to de-bug walk-thru
(so I may
have missed a detail) or to see if a more efficient approach
were possible,
i.e., if more could be done at a location at one time. This
walk-thru
reflects the way I played the game and the way I made discoveries,
as I
played.
Caribbean
After talking to editor, leave office and (map screen)
go to Carib Island.
Talk to painter and get cup. Go Right to museum. Try to
use cup with
fountain, tap can't be used without knob.
Enter museum. In Gallery, notice the Pirates wall hangings
and the
compass set on East (with message about South wind). Go
up stair's to
gunnery. Notice cloth in wall and the shield on wall that
seems like it
should turn. Go thru alcove to library. Open window (see
car below) look
at ancient book and read letter in it. Return to painter
and ask about Pirate.
Go to Beach: See flat rock in lower left of screen, with
crack in it and crab
crawling around. Open bungalow door and examine jacket (piece
of
cloth missing). Take the dirty mug and Mexican corn. Read
Prof's
note....about ancient tomb and church.
Return to museum. Use corn with fountain tap. Use cup with
fountain.
Take clear water to Painter (she "owes you one.").
Take dirty pot back.
Go to boat pier: Talk to sailor (learn about brother Tobias
and his hunt for
pirate's treasure). Get professor's magnet. Return to museum.
and go
to open library window. Use dirty water out window. Then
use magnet on
pirate compass (south) then go to gunnery. Turn shield on
wall. Pick
up piece of cloth and then enter passage to hidden room.
Hidden room: Pick up dagger. Take and read Columbus Manuscript.
Open
trunk with rags sticking out. Take Pirate's parchment.
Go to pier and talk to sailor again. Show him manuscript
and find out
about his good luck crab. Bargain for trip.
Go outside museum. Use dagger on gum tree. Use bungalow
mug on resin.
And get fresh water again for painter.
Go to beach. Use resin on flat rock and then use crab bait.
Walk away.
(crab emerges and gets stuck). Pick up crab.
Go to painter: use crab. Use pot of clean water. Use crab
again. Give rum
and get crab.
Go to pier: Give crab to sailor and go diving.
The Dive
Go screen Left to "sub/ship". in lower right
corner of ship, discover
compartment. Take the black box.
Go all the way to screen Right to see gate, portal and
"machine" with slot
for entry.
Return to mooring rope. Use mooring rope to return to map.
(You won't be
coming back here until almost at the end of the game.)
London
Return to London and use black box with your editor. Listen
to the
recording. Map now has church on it. Go to church.
Go all the way to screen Right to find the cat and ladder
and girl. Talk to
her. Go back left and take leaky bucket.
Go around behind church corner to Farm. Use cloth with
resin cup. use
sticky cloth with bucket. Use bucket with cow to get milk.
Return to cat
and use milk on cat. Pick of cat. Use cat on broken window
in church.
(automatic scene) Use ladder.
Inside Church
Take urn with ashes. Unbolt door. Take bolt. Look at confessional
booth.
"use" confessional booth. Use bolt on booth to
pry it away from wall.
Enter secret passage.
Notice rat that's lurking under stairway, near iron bars.
Walk into the archeological dig "tunnel". Look
at hieroglyphics on wall.
Use urn/ashes on hieroglyphics (you may have to use a paper
first).
Look at sculpted picture of Stonehenge. Look at sculpted
head, like Easter
Island. Look at alcove ..see bones, take medallion.
Exit. Exit church (automatic scene of weather). return
inside church and
pick up "strange object" from window rubble.
Exit to map.
London
Map should now have Eastern Island and Stonehenge on it.
But go back to
your editor and give him the ash rubbings. He'll recognize
dialect
and talk about Prince from Algiers. (puts it on map).
Exit and go to Algier Desert.
Desert Fort
Talk to woman outside tent. Go to other, larger tent. Try
talking to him
(get kicked out). Go to fort. Talk to guard. Talk to prisoner.
In this
conversation, you should find out abut Holy Man of mountain
who could
translate your hieroglyphics (puts cave on map) and he should
also
give you a ring for his wife so she will help you.
Go into Bazaar and talk to merchant (can't do much now).
Go back to L
(wife) and hive her ring. Enter the tent.
Look at broken pot on floor. See hole in tent wall (caused
by bullet). Exit
and talk to L. She should tell you that a crash awoke her.
Re-enter tent
and look at base of pole & "take" this hotspot
to see bullet (should be able
to line trajectory up with top of fort)
Go back to other tent and try to talk to the guy. Exit
and talk to wife again.
Get food for prisoner,
Re-enter fort. Notice locked door directly behind guard
in the far wall.
Give bread to prisoner. ask him how food was. He should
give you lock
pick.
Desert Mountain/Village
Look at jeep tire marks. Enter building. Talk to holy man
(find out that
man with eye patch stole gem that protects tribe -- and
that jeep took off
toward "village") Ask him to translate rubbings.
This should tell you about "strange object" from
church. Go to the door in
the cave, Lev. locator works. Ask holy man about door. (He'll
tell
you about sacred word to open door to cave of mysteries.)
Exit cave and "use" tire tracks to follow thief
to village. See jeep. Notice
rusty hole in jeep, above front tire.
Enter butcher shop. Notice little bottle and rat bait.
Talk to shopkeeper .
Go behind building to square and talk to one-eyed man.
You can play the
game as often as you want, but there is no reason to play
until you
have ability to rig game in your favor.
Return to butcher shop. Ask shop keeper about rat bait.
He should let you
take a croquette.
Return to cave area and exit to map and select Easter Island.
Easter Island
Talk to petty thief. It's Tobias, the sailor's brother.
Ask about island. Then
exit screen right to statues. Take shell necklace from the
first statue.
go screen right (lower corner) to get to lighthouse. Take
glass jar off
milestone. Enter lighthouse. You can't do anything with
broken light right
now. Return to statues and then take screen right path (higher
up than
lighthouse) to take path to Tobias's shack.
Talk to Tobias. Get the island picture from him. Take rubber
tubing near
the petrol can. Show the "m" parchment to Tobias.
Show him rubbings
paper...he'll tell you about batcave at end of path (off
screen left). Go to
path and cave.
At cave, see termite hill and try to enter cave (too dark).
Use rat croquette
with empty jar (in inventory). Use bait/jar with termites.
Take jar of
termites.
Make way all the way back to airport and exit to map. Go
to Stonehenge.
Stonehenge
See standing rocks and notice central rock. Nothing to
do here now. Go To
(upper screen left) to worker's hut. Talk to worker. Use
lockpick on
hut door and enter. Take metal file from table and take
plumb line from
boxes in right corner. Exit back to map and return to Desert.
Desert
Talk to wife and ask her if she knows magic word for cave
door. (royalty
knows it.)
Ask guard why turret is closed. (locked door). Talk to
prisoner and ask him
if he knows the magic word for the cave of Mystery. He does,
and
makes a deal to tell you if you save him.
Create a snake by combining the rubber tubing, the plumb
line and the
shell necklace. use this fake snake on camel. Go into first
tent and tell
man that his camel, bolted. he send you to Bazaar merchant.
Go to Bazaar
and deliver message. He leaves (but you still can't get
past dog).
Leave Bazaar and take dish of dog food from open cell --
do NOT feed this
to dog until you can put drug in it.
Go to (now) empty tent of man and take shoe. Notice rifle.
Leave and go
back to cave.
Use metal file on "strange door" to get filings
of the lev. metal.
Exit to map and go to Carib Island.
Carib Island
Talk to painter two times. Give her photo of Easter Island.
Give her "M"
parchment to use as canvass. Go to pier and tell sailor
that you've
found Tobias. Exit and go back to Desert Cave
Desert
Go to Village beyond the cave. Enter butcher shop. There
should now be a
piece of meat on dish on counter. Talk to butcher. You should
find
out that this is a camel carcass. Use jar of termites on
the hunk of meat.
After shopkeeper faints, take narcotic powder and the rat
bait.
Go to Fort and use narcotic on dish of dog food. use on
dog. Take small
safe. Enter door and notice large safe. use chest -- it
moves to reveal a
passage. Enter.
Take the silencer from floor. Use wall-steps to go to roof.
Take cartridge
case. Take telescope lens. Use shoe from tent with footprints
in the
corner.
Return to fort area and talk to guard. You should be starting
to tell him
about evidence. But he still needs more proof. Exit to map.
English Church
Return to the archeological dig below church and find rat
-- either below
stairs or all the way at the iron bars at right end of dirt
floor. Use rat
bait on rat. Take the sleeping rat. (you won't need him
for quite awhile!).
Return to map and go to Easter Island.
Easter Island
Go to Tobias' hut and give small safe to him "to crack"
He tell you combo
is 517. "use" safe and it should open. Get key
inside. Return to Desert
Fort.
Desert
Go to fort and use duplicate key on jeep which is once
again parked by jail
cells. Take contents of jeep -- drive belt and flares. With
back hatch
open, you can now see license plate 517 - 462. (First number
should be
familiar). Enter Bazaar and hear two conspirators talking.
Listen to tale of
death of cursed camel. Follow them to back door and "use"
door to observe
them and hear their plot and about their contract -- which
is in large
safe. When they go down passage, go to large safe and use
combo (462) to
open. Just set each number by using dials. Take contract.
Go talk to guard. this conversation "gives" the
guard the rifle (you can't do
it directly). Then give him silencer. Then talk to him about
plot and
then show him contract. You get key to free Prince (automatic
scene). You
get magic words of Open Sesame.
Return to cave. and tell him sacred command. Go to inner
cave and hear
bout myth of gods fallen from sky. Notice mechanism, compartment
and
hole. Exit and return to map. Go to Stonehenge.
Stonehenge
Go to construction yard (worker shack). Use drive belt
(from jeep) with
worker. (automatic scene) Once he's on the phone, you can
click
anytime, while he's talking, which "releases"
you to leave shack. You lever
on tractor to lift stone. Enter underground room.
Take strange green object off pedestal and take thin bronze
tube and take
cracked crystal from center altar . You can now combine
tube with
cartridge case to create a make-shift blow pipe. Return
to yard and then to
map. Go to Easter Island
Easter Island
Go to lighthouse and enter. Use flares (from jeep) in lamp
holder. Turn
handle to shine light on cave. -- but now air balloon block
light from
reaching cave. Exit back to map and go to Carib Island.
Carib Island
Get completed picture from painter. Take this fake treasure
map back to
Tobias at his shack.
Easter Island
Give fake treasure map to Tobias (automatic scene). Enter
hut. Take
chrome paint can and car jack and shard of glass that's
in broken window
over washing machine. Leave hut and use gas burner on balloon
to deflate
it. Go to bat cave.
Enter bat cave (now lit by lighthouse). See graffiti, fountain
and stone head
carved in cave. Notice small hole inside mouth of head.
Use rubber tube with fountain, to divert stream of water,
and enter secret
passage. Pick up ancient parchment, use car jack with tombstone.
Take medallion.
Return to head statues and talk to digging Tobias. Exit
to map and go to
Desert
Desert
Return to the inner cave and use Magnetium object (from
Stonehenge
underground) on hole in mechanism. Doesn't power up. Holy
man should
tell you about sacred gem that was stolen, again.
Go to Village
Use telescope lens on rusty hole in jeep to start burn-through
to tire. Go
around to square and start to play game with crook. (automatic
scene).
Take mother-of-pearl snuff box under middle cup -- you can't
take the
wooden boxes under other cups. With box in inventory, use
lev. filings
with it. use this with dirty cup on table to return it to
position. Crook
should return.
Ask to play (automatic scene....keep playing) He gives
you gem.
Return to inner cave and give gem to holy man (automatic
scene)
Mechanism is now powered up. "use" helmet to see
transmission from
medallion that is *already* in the compartment. (don't worry
about
instructions for reading other medallions, all you'll have
to do is insert
them
and use the helmet).
Open compartment and remove the medallion (that was already
there, that
you just heard) and insert medallion from Batcave. Use helmet.
After
this transmission, use parchment from her tomb and you should
"see"
coordinates that put Yucatan on map.
Open compartment and remove this medallion and insert medallion
from
Church. This gives you instructions on how to recharge to
Lev. finder
at Stonehenge-- (Lev finder on center stone, put crystal
cube on finder and
when Red color, it's charged...take finder away.) Exit to
map and go
to Yucatan.
Yucatan
Look at sunbleached rock and at plants. Go off screen R
to Mystic's hut.
Look at marks on stone idol outside hut -- these are a musical
score.
Talk to Mystic..."come back with precise question"
Go back to forest and exit screen left ("above"
rock) to Pyramid. See boa
constrictor by Mayan Head. Go to (chamber) door "behind"
Mayan
head ...see 4 buttons and push them to learn that they control
movement:
left up right down
Return to Mystic's hut and talk to him about what you have
discovered. He
tells you secret for entering pyramid: you need a snake,
a yellow
flower of sun, egg of bird and bone of animal cursed by
man (this last item
should remind you of your desert carrying-ons)
Return to pyramid and approach boa. Use sleeping rat on
it. Take snake.
Go around behind (left corner) or pyramid and see nest us
by top of
pyramid. Use make-shift blow pipe (bronze tube combined
with cartridge
case) with nest. Examine fallen nest and take egg. Return
to forest area.
Use chrome spray with shard of glass (from Tobias' cabin)
to make mirror.
Use mirror on sun-drenched rock to turn flower yellow with
sun. Pick
the flower. Return to mystic with snake, egg and flower.
Exit to map and
go to Butcher shop in Desert Village.
Butcher Shop
Talk to butcher. Look at thigh bone. Talk to butcher again
and buy the
bone. Take bone. Return to Yucatan.
Yucatan
Go to mystic and give him gone. (automatic). Talk to mystic
when he
finishes (you now have musical pipe in your inventory).
use pipe with
Marks on Idol to play the pipe.
Go to snake room in pyramid and move mechanism ..up, up,
right, up, up,
down, up. this opens back door of pyramid. Exit and go around
to
now, opened, door. See painting of medallion being thrown
into water.
Return and ask mystic about drawing (automatic) Exit on
path to Lake
that now appears. You can't get past croc.
Metal Net
Easter Island: go back to digging Tobias and talk to him.
(automatic
scene).
Carib Island: go back to sailor on pier and tell him Tobias
found treasure.
He leaves. Take metal net and return to small lake in Yucatan.
Yucatan:
Use metal net with croc. Notice stone idol by lake -- and
the way the faces
are facing. Go tell mystic that you have trapped croc. Enter
his hut.
Open his "coffer" trunk, see and take the 8 stone
faces. Return to back of
pyramid and enter inner chamber.
Place faces in 4-square tile openings, on either side of
door, to match to
stone idol.
1. top is two smiles, facing inward toward each other and
bottom is two
frowns, facing outward
2. top is two frowns, facing outward and bottom is two
smiles, facing
inward toward each other.
This opens door at top of stairs in the front of the pyramid.
Go to it. See
heads/masks along the wall. Notice that touching crystal
in mouth
changes its color. Nothing you can do now.
Return and talk to mystic. Ask him about his swim, he will
give you
medallion. Ask about crystals. Exit to map and go to desert
cave of holy
man.
Desert Cave
Take medallion to reader mechanism. Use in compartment.
Use helmet.
This transmission tells you that to enter *his* tomb, you
need lev finder,
fully charged and you need to solve the logic problem of
the colored
crystals in heads on walls. After transmission, remove medallion
from
mechanism. If you click on it in inventory, he will repeat
the logic rules.
Pyramid
Return to pyramid mask room and set crystals in head/masks:
Head Black Blue Red Green Yellow
Crystals Blue Red Green Black Yellow
Enter tomb and take (uncracked) crystal cube from altar.
Exit and return to
map and go to Stonehenge.
Stonehenge
Go to central rock. Put lev. finder on central rock. Use
crystal cube on it.
Click on this stuff, to pick it up, when color shown is
yellow (with the
delay , this will really pick it up when color is red).
Inventory should say
"recharged lev. finder" Return to tomb in pyramid.
Use charged lev.
finder with octagon-hole in tomb. Inside tomb, pick up dolphin
disk. Exit
and go to map and go to Carib. Island.
Carib
Go to pier, sailor should be back. Talk to him. After he
tells you story, ask
him to take you out to ocean again.
Atlantis
At bottom of ocean, go screen right to gate. Use dolphin
disk in portal lock
Enter (automatic)
See broken control panel near door. Try to open door --
dialog with
occupant.
Open drawers in large file cabinet. Then use file cabinet
to climb to pipes.
Walk to air vent on right, and use your press pass on vent.
Return to
door and talk to Helen.
Go down hall on screen left to elevator room. Read journal
near skeleton.
Use button to go down. Notice 3 locked doors to screen right,
with
colored disks above each. Also notice canister mechanism
to screen left.
Take elevator up and up again -- to prison room. (automatic
scene) He
should give you key to filing cabinet that holds instruction
to canister
mechanism on lower floor.
Ask prof how to free him ..you should hear about "they
have key" and
"need something to knock them out from far away."
Go to air vent and
Use it, to overhear their conversation.
Return to Helen. Use key (from prof) to open drawer in
small cabinet to get
instructions. Look at them. The white one is the general
instructions
and each color is the code for that colored/disk door. Return
to mechanism
on lower floor.
Mechanism:
Buttons under canister send contents of above canister
to the canister of
that (button's ) color.
Red: White fills Red canister (only when all are empty)
with 8 units
Green sends liquid to Green (up to 5 units)
Blue sends liquid to Blue (up to 3 units)
Green: Red sends liquid to Red
Black empties Green canister
Blue sends liquid to Blue (up to 3 units)
Blue: Red sends liquid to Blue
Green sends liquid to Green canister
Black empties Blue canister.
Blue Door: Code of Red/0 Green/3 Blue/3
Fill Red (white button). Send Red to Green. Send Green
to Blue & empty
green. Send red to Green.
Go to room and take water. Use control to open airlock
door. Exit room.
Red Door: Code of Red/0 Green/2 Blue/2
Fill Red. send red to green. Send red to blue. Send green
to red. Send blue
to green. Send red to blue. Send blue to green. empty blue.
send
green to blue. empty blue. send red to blue.
Go to room. See empty frig, take container of white powered
lime. Take
alcohol. See beaker and beaker valve and thermal heating
device.
Green Door: Code of Red/0 Green/1 Blue/1
Fill red. Send Red to Green. Send Red to blue. Send green
to red. send blue
to green. send red to blue. Send blue to green. send green
to red.
send blue to green. send red to blue send blue to green,
send green to blue.
empty blue. send red to blue. empty blue . send red to blue.
Go to room. see pumps schematic and notice pipe with rubber
valve. This
pipe is liquid chlorine. Use empty syringe with rubber valve
to get
syringe full of chlorine.
Professor
Return to professor and show him chlorine, syringe, bottle
of alcohol, lime
bottle and distilled water. He tells you that you have makings
of
chloroform. Instructions:
Put water, lime and chlorine in beaker and boil. (you get
salts of lime
chloride)
Dissolve these salts in alcohol.
Laboratory
Use water, lime and chlorine with beaker. Use thermal device.
Look at
beaker. This is lime chloride. Use empty jar with beaker
valve. Use valve.
Use alcohol with jar of lime chloride. You now should have
jar of
chloroform.
Professor
Go back to professor and talk to him. Use jar of chloroform
with air vent
outside the control room (automatic) Use door lever and
then enter
room. Take small key on wall on right. Return to prof and
use key on
handcuffs. (automatic) Go back into control room and open
small doors on
each side of control desk. Take small weight from door on
left to disable
gyroscope.
Escape
Go to decompression chamber and discover the lever dilemma.
Use plumb line with water container. Go to lab room. Put
container in
refrig. Close door and then open door. Take frozen container
back to
decompression chamber. Use frozen container on control lever.
Use small
weight on this set-up.
Rest is automatic...
|