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                     Ark Of Time walkthroughark 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... |