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Buried in Time Tips & Tricks

Tags: Buried in Time Game Guides, Buried in Time Hints, Buried in Time Walkthrough

Buried in Time

"Buried in Time" walkthrough This walkthrough is Copyright (c)
1995 by Michael Beemer. All rights reserved. GENERAL NOTES:
"Buried in Time" (BIT) has several variations of play. There is
Adventure mode, which is the default and requires the player to
play through all aspects of the game himself. There is an optional
Walkthrough mode, which simplifies the game by eliminating some
puzzles (and the objects that would have solved them). Walkthrough
mode also provides an additional hint or two at the beginning to
get the player started. In addition to these play modes, the
player can obtain a "helpmate" at one of the game locations that
will furnish color commentary during play, and will provide hints
at a point penalty. This walkthrough will be for Adventure mode,
and will make the personality available to you as soon as possible
- I think it makes the game much more enjoyable. There are three
rules I use in adventure gaming:
The first rule of thumb is LOOK EVERYWHERE, EXAMINE EVERYTHING. It
seems tedious to look up and turn in all directions, look down and
turn in all directions, and then look forward and turn in all
directions every time you take a step, but you'll miss something
sometime if you don't. I got badly hung up two times by getting
sloppy. As it is, I've still missed 1 puzzle and 6 research
points, as noted below. I'm going to skip that in my descriptions,
but you'll want to follow through when you play yourself - there
are animations scattered throughout the game, as well as
historical insights and Easter eggs; you'll want to see them, and
you just may stumble across those points.
Second rule - PICK UP EVERYTHING that isn't nailed down. You'll
probably find a use for it later. There were only two items I
didn't find a use for, and they may have been intended for that
puzzle and points I missed.
Third rule - SAVE OFTEN, and KEEP MULTIPLE SAVE GAMES. There's
nothing more frustrating than finding that you are trapped
somewhere, and you just wrote over the save game that had you safe
only two steps before. I have also found that a couple of times,
the game has ignored input or not finished an animation to present
me with a critical object. Saving and restoring the game seems to
give it the kick it needs to jar things loose.
All movement instructions will be given as "Go XXX". Directions
will be given in initials for brevity - U D L R F A for Up Down
Left Right Forward Away. Away means click on a portion of the
screen to 'put away' or 'move away' from the object you're
currently looking at. I'll separate them with dashes for better
readability.
You should note that the walkthrough is not 100% complete. During
the course of the game, you must collect evidence to exonerate you
of the crime of tampering with the past. There are 4 major pieces
of evidence, and 7 supporting pieces. There are also 20 puzzles to
solve, and 15 research points you can obtain. I managed to miss 1
puzzle and 6 research points. As the game does not report your
scoring unless you finish or die, it is hard to tell where points
are accumulated. If anyone can round out the walkthrough by
identifying what is missing, please contact me and I will add it
in with full credit to you.
INTRODUCTION:

You are Gage Blackwood, Agent 5 of the Temporal Security Agency.
It is 2318, and you have just solved the plot against time shown
in "The Journeyman Project", and been hailed as a hero. As you get
up one day, a ripple appears and your future self, in a much
advanced time travel suit, tells you that you've been framed for
tampering with time. He tells you that he's "hidden more
information inside you." Your future self transfers his suit to
you, and surrenders to capture by the TSA agent who pursued him.
Your suit automatically cloaks to hide you during the capture,
then jumps 10 years in the future to Gage's apartment.
GAGE'S APARTMENT:

Before you forget, pull up your Files biochip and review any
information you haven't already read in the game manual. Pay
particular attention to the TSA agent profiles. They're the only
ones who could travel through time to plant evidence against you -
one of those pieces of trivia could be vital!
You may also want to examine the descriptions of all of your bio-
chips, so that you are familiar with what each one can do for you.
Go F-L to place yourself in front of the china cabinet. There are
figurines based on "The Journeyman Project" on one shelf, and one
of them represents Agent 5. Your future self said he had hidden
information in yourself, so move the cursor over it and click to
examine it. Note that the cursor changes to a magnifying glass
when you move it over an object you can examine.
The view zooms in to a closer look at the figure. Move the cursor
over it - it becomes a pointing hand to indicate you can
activate/interact with it. Click, and the message left for you by
yourself plays. There are hints on how to proceed, and why you've
been targeted.
Move the cursor off the figure until it changes to an arrow
wrapped over itself. Click, and the view will pull back to normal
(This is 'Away').
Go R-F-F-F-F-R-D. This places you in front of Gage's desk. Click
the magnifying glass cursor on the desk to move closer for a look.
There are several objects to examine. Click on the papers on the
left of the desk. They will pull up, and your view window will be
filled with text. In each case where you read papers, the cursor
will change shape to allow you to scroll through the document. An
eye with a down arrow scrolls down the page; an eye with an up
arrow scrolls back up. A book with a right arrow turns the page; a
book with a left arrow turns the page back. A curled arrow puts
the document away.
Read all of Gage's notes. There are hints that forebode the
problems you now face, and notes on problems Gage encountered at a
couple of time jumps. There's also a broad hint or two about how
to solve one of them.
After you put the papers down, click the magnifying glass on the
object that looks like a drumhead (trampoline?) on the right. It
turns out that this is a future answering machine. Click on the
buttons on the left edge to play back each of your messages. The
info seems to be all background noise, but you never know when it
might come in handy. When you finish with the messages, use the
curled arrow to back up to normal view.
Go U-R-F-L-F-F-L-D. This places you in front of the door to the
enviro-projector room. The door shimmers and disappears as you
look down, and the forward arrow becomes available.
Go F-R-F-R-D. This places you in front of a pair of seats, with a
round object sitting in one of them. Move the cursor over it and
it becomes a hand, indicating you can pick it up. Click to pick up
the remote control. The hand closes and the object takes on a more
3-D shape. Drag the remote to the left side of your inventory
window and release the button to put it in your null-space pocket.
This is one of the items that I didn't find a use for; you might,
and besides, it was a good chance to show you how to pick up
items. You might get in the habit of clicking on the magnifying
glass in the middle of the inventory list to get a description of
the object. Click on the rotating view of the object, the
magnifying glass again, or one of the directional arrows to
dismiss the item description and get your viewscreen back. Note
that you can use the up and down arrows in the inventory list
while in 'describe' mode to scroll through the descriptions of the
items in your inventory.
Go U-L-F-L-D. This places you in front of the enviro-projector.
Click on it to sit down in front of it, then click with the
magnifying glass to move in for a closer look. You can drop an
environment cartridge in the center section to view it (if you had
one). The button on the left allows you to view pre-programed
backdrops. The button on the right pulls up the Interactive News
Network (INN). Review all the information in all four stories
carefully. Some of this is vital as to what has been done and why.
(Also, the game will not let you jump anywhere until you view all
four stories.) Note the commercials in front of most of the
stories. Following the principle of "pick it up if it isn't nailed
down', write down the order codes for all products. Some of them
may come in handy. Note also that the INN stories have hypertext
links in the text sections at the end of the story. Click on
highlighted words (just like Windows help files) to receive
additional information on that topic. I totally overlooked this,
and missed a vital piece of information needed later in the game.
View and read everything, then exit the news menu. Go F to stand
up in front of the projector. Go R-F-F-R. Wait for the door to
shimmer away, then Go F-R-F-F-F-L-F to place yourself in front of
the replicator panel for your kitchenette. Here you can order and
receive the items you saw in the INN commercials.
Press the Power button, then the Menu button. Skip the auto-chef,
as it will never dispense anything for you. Choose ShopNet, then
enter one of the product codes you recorded from the commercials.
You can either use the cursor and click on the number buttons on
the side of the display, or just type them in from the keyboard.
Note that you can only order one of any item at one time; also,
you may only have one of any item in your inventory at one time.
If you need more than one of an item, you'll have to use it up and
come back to get another one.
Order the translator chip and the Cheese Girl. Both are vital. If
you want, you can order the music video sample on environment
cartridge, and then trudge it back to the projector to view it. I
know of no other use for the cartridge.
Exit ShopNet and then touch Post Box. You can obtain the items
delivered to your postbox by clicking on the appropriate menu
items. Each item is replicated separately, and you should pick
them up to put them in your inventory list.
Check out the description of the Cheese Girl. It produces a
pressurized stream of cheese, and should not be used in zero-G...
But Gage needed a propulsion source at the space station, and
noted he had found a "cheesy solution". Bingo! This is what we
need for that puzzle.
As the space station holds our erstwhile companion, and he spruces
up the game quite a bit, let's go retrieve him first! Pull up the
Jump chip, select Jump Menu, and select Farnstein's Lab from the
list (click the radio button to highlight it). You must read the
mission briefing before the chip will let you jump, so click the
Mission button and review the information. Then get back to the
jump menu and click Jump to leap through time to the station.
FARNSTEIN'S LAB (Arthur):

Just as Gage's notes described, your jump coordinates were wrong,
and you are stranded in zero-G outside the station. Note that the
suit automatically begins using your oxygen reserve. You will
receive warnings periodically as the reserve dwindles. If it gets
too low, you can use your Jump chip's Recall function to jump back
to the apartment (or, you can hang around, run out of air, and
die).
The Cheese Girl is your salvation here. Drag the object out of the
inventory window and drop it at the left edge of the view window.
The presurized cheese squirts out, and gives you enough momentum
to send you spinning up against one of the station's hatches. This
consumes the Cheese Girl; it automatically disappears from your
inventory. (If you used the Cheese Girl near the center of the
view window, the thrust will move you AWAY from the station.)
The hatch you rammed into is sealed by globules of seal-foam. Go D-
L to look down the open corridor. Go F-F-F-F-F to reach the
"Capacitance Array" hatch. Touch the hatch to open it. Go F-F to
reach the "Docking Bay" hatch. Touch it; it will not open until
the pressure is equilized - there must be some way to do that in
here. Go L-U to see a view of the inside hull. There appears to be
a darkened screen there. Go F to get to it. Touch the screen to
bring up a diagram of the station. Click the cursor on the
sections to identify them, and note which are pressurized and
which are not.
Touch the section of the diagram representing the Capacitance
Array, and the station will attempt to pressurize the area. An
alarm sounds, and the computer announces that something is
blocking the hatch to the "Habitat Wing". Go A-U-R-F to return To
the Docking Bay hatch, then Go R-R-F to return to the Habitat Wing
hatch. There is a metal bar in the hatchway. Pick it up to remove
the obstruction.
Go R-R-F-L-U-F to return to the control screen. Touch it again and
touch the Capacitance Array portion of the diagram to pressurize
the room you are in. You will now be allowed to enter the Docking
Bay.
Go A-U-R-F to return to the Docking Bay hatch. Touch it to open
it. Go F to enter the Docking Bay.
The gravity generators in the bay are out of whack, so you will
have to take an indirect route to reach the passage on the other
side. This is essentially a maze, and I think there are dead ends
you can't escape from, so save your game in case you flub the
following pattern of steps. Go R-F-R-F-L-F-L-L-L-F-R-R-F- L-F-R-F.
This gets you to the other side and leaves you facing the
"Sensors" hatch. Touch the hatch to open. Go F.
You are greeted by the ship's A.I., Arthur. Go F when he invites
you to. He will introduce himself, and ask if you will permit a
detailed scan of your suit and records, as he can't talk to you
directly. Answer "Yes" by touching it on the screen.
After the scan, Arthur will suggest that you take a copy of him
with you - the original will die with the station, so history will
not be changed by this. (That blank bio-chip came in handy pretty
quickly, huh?) Answer "Yes".
Go R-R to face the "A.I. Nexus" hatch. The section is actually
detached from the station, but overriding and blowing the hatch
will expell you to the other hatchway. Go U, and examine the
override panel. Enter the code Arthur gives you into the panel.
When it opens, touch the handle to blow the hatch. After your
brief flight, touch the A.I. Nexus hatch to open it.
Once inside, there is a short puzzle to solve. Three red dots
appear above three green ones. These need to be exchanged to open
the cover to Arthur's core. This is an old puzzle - you must play
"leapfrog" with the dots by touching them in the right pattern to
arrange them. A dot may only move into an empty hole, or jump over
a single dot of the opposite color to wind up in an empty hole. If
you flub the pattern, the puzzle will reset so you can start over
from scratch.
After you solve this, Dr. Farnstein's recording will play, and
Arthur will transfer a copy of himself to your blank bio-chip. You
may now pull Arthur up like any other chip, and he has Help and
Comment functions. Arthur's comments are frequently funny, and
often very informative. His Help function was less useful for me -
each hint costs 50 points, and often didn't tell me anything I
hadn't already figured out for myself. Arthur will also
occasionally offer color commentary without being prompted.
After the transfer, you are trapped in the A.I. Nexus. There is
nothing to do but jump out. Contrary to Arthur's preference, I
recommend finishing with the station, as it is the simplest of the
time zones. You need to jump back to where you first came in, but
you'll have to go home to get another Cheese Girl first. Pull up
the Jump chip and hit the Recall button.
GAGE'S APARTMENT ("refuel"):

You should get in the habit of pulling up Arthur's biochip display
as soon as you arrive somewhere. He'll frequently have helpful (or
not helpful, but funny) comments for you. To get from here to the
kitchenette, Go F-F-F-F-L-F-L-F. Get another Cheese Girl from
ShopNet. Pull up the Jump chip and prepare to jump back to
Farnstein's Lab (read ahead a little first).
FARNSTEIN'S LAB (completion):

You should be aware of a couple of things before jumping back: 1)
When you revisit a time zone, you are returning to the exact
moment in time you originally arrived. Therefore, everything is
reset to its original condition, except for items you previously
removed. Those remain in your inventory, and can not be found in
their original locations. Also, Arthur remembers what he's already
commented on, and does not offer the same comments again. 2) You
are now under the gun - your air reserve is limited, and you do
not have time to review the comments Arthur offers through his
comment button. You really don't even have the time to listen to
his extraneous comments. Keep plowing onward, or you'll run out of
air. (You might consider running through as much as you can to
obtain the information Arthur offers, jumping back to the
apartment just before you run out of air, and coming back to
finish the job. This walkthrough will just plow on through.) 3) I
will save you some backtracking and take you directly where you
need to go - if you go on, you will discover that the section you
need to visit is depressurized, so you'll have to jump back and
start by pressurizing the area. We'll skip some steps and do that
first.
Okay, push the Jump button and use the Cheese Girl again after you
arrive.
Get back to the Capacitance Array, and the atmosphere control
panel - Go D-L-F-F-F-F-F. Touch the hatch, then Go F-F-L-U-F. Use
the control panel as before, but pressurize the Biomass section of
the station. Do NOT pressurize the Capacitance Array, or you won't
be able to leave it.
Go A-R-U-F-R-R-F. Touch the hatch, and Go F-F-F-F-F-F-F to reach
the "Atmosphere Mining" hatch. Touch the hatch. It will not open
at first, but Arthur will issue an override, and the hatch will
part to allow you to enter the elevator to the asteroid. Go F,
then touch the button labeled with green text to ride the elevator
to the tram inside the asteroid.
The elevator ride is pretty quick. Go R-R-D to view the elevator
hatch. Touch it to open it. Go F, then push the up arrow on the
tram controls to ride it into the center of the asteroid.
You are running dangerously low on air, but luckily there is a
recharge station here. Since you've represurized the Biomass
section, you'll have to replenish its supply before it can
recharge you. Go R and examine the control panel sticking up on
the left side of the railing. Touch "Run Mining Cycle" to extract
ice chunks from the asteroid. After watching the process, Go L-D
to turn back to the control panel and examine it again. Touch "Run
O2 Extraction" to remove Oxygen from the ice, then Go A-R-R to
face the recharge station.
Examine the recharge station and touch the nozzle on the right to
replenish your suit's oxygen reserve. Note that this station also
has an H2O drain.
Go A-R-R-R to face the tram controls, then touch the up button
again to take the tram to the elevator on the other side of the
asteroid. Go R-R twice to face the elevator. Note that there is an
object of some kind on the wall inside the elevator. You need that
later.
Go F to enter the elevator, and press the green-labeled button to
ride it down to the other side of the station. On your way out,
pick up the object; Go D-R. Grab the object (an empty water
container). Go R to face the hatch, and touch it to open it.
Go F-F-R-D to reach the "Biomass" hatch. Touch it to open it and
enter the area. This area is now pressurized, so your oxygen
reserve is recharged and you can spend as much time here as you
want.
Arthur points out the sculpture that was tampered with. As it
happens, that is the one you are currently facing. Go F-F-F-L to
examine it. Your Evidence chip detects a temporal anomoly; pull up
the chip and activate the Locate function. Move your cursor around
the screen until it changes from a box to a cross - this indicates
that the chip has located the item it should record as evidence.
Click to record the evidence.
In this case, the evidence is not recorded, as the alteration
cannot be detected until the sculpture is properly triggered.
Arthur notes that the sculpture will only respond to a specific
harmonic resonance. Is there anything around to produce that? Go
D, and examine the equipment attached to the left of the rack the
sculpture is mounted on - a harmonic resonator! Press the green
button to test the current frequency indicated on the display. It
will return "Negative Response". Move the cursor to the dial, and
click when it changes to a right pointing arrow. This will rotate
the dial and change the frequency. (This is rather sensitive; the
arrow may change to a curly arrow when you least expect it.) Keep
testing frequencies until you get a "Positive Response".
Go A-U. While your Evidence chip is selected, touch the sculpture
again. It will morph into a different form, and the chip will
recognize this as the temporal anomoly and automatically record
it. The game also notifies you that you have located the source of
the anomoly and can leave at any time. This is true, but there is
something else you need to do to be prepared for another time
zone, so don't jump out yet. Press Review to look at the catalog
of recorded evidence, and click on the thumbnail of the evidence
to see the commentary on what it is and why it is an anomoly.
You can explore the station to your heart's content from this
point on (until you have to jump out for lack of air, of course).
You can come back as many times as you want. You shouldn't bother
trying to visit Arthur again unless you are curious - the copy of
Arthur you are carrying with you will become increasingly nervous
about the rammifications of meeting himself, and will activate the
Jump Recall for your own good before you can reach the Sensor bay.
Before you go, you need to return to the recharge station and fill
the water container you found. Assuming you are still facing the
sculpture, Go L-F-D-F. Touch the hatch to open it and exit to the
corridor. Go L-F, touch the hatch, Go F. Touch the green button,
Go R-R-D, touch the hatch. Go F, touch the down button, then Go L-
L-L when the tram arrives at the center of the asteroid.
You are now facing the recharge station. Examine it, then drag the
water container to the blue valve. Turn the yellow valve to fill
the container with water, then drag it back into your inventory.
You now have everything you need from the station (unless you want
to look around), so we'll jump out from here.
The next likely spot is Chateau Gaillard. Some of the puzzles in
the game require objects from other time periods, so we'll have to
backtrack a little. The Chateau is as good a spot as any to
continue. Pull up the Jump chip, select Chateau Gaillard, read the
Mission Briefing, and hit the jump button.
CHATEAU GAILLARD (hammer):

As the paper in Gage's apartment noted, someone screwed up
"royally" and gave you coordinates right in front of someone!
"Luckily" (for you anyway), the guard is immediately killed by an
arrow, so time was not altered by his seeing you.
Following your new habit, pull up Arthur's chip. He has help to
offer, but it isn't really useful and costs 50 points. Ignore it,
but watch for Arthur's comment button to light up as you look
around. Press it for interesting historical commentary.
Go F-D to examine the dead guard. The second rule says, "If it
isn't nailed down, pick it up", so drag the arrow in his back into
your inventory. It'll come in handy later.
Go U-R-R-F-F-F-F-D-F to climb down the stairs to the first
landing. (There are other landings in this tower, but none of them
have any doors you can open. Arthur's comments are interesting,
and there is a guard at the bottom landing with his back to you.
You can turn around and leave without rousing him, but if you
accept Arthur's "help" comment, the guard will overhear him and
turn around and kill you... Some help! )
Go U-L-F-R to face the door to the battlements inside the castle.
(The other door on this landing will not open.) Touch the door to
open it and Go F.
Go R-F-F-L-F-R-D. This will take you to the 'toilet' that some
resourceful Frenchman used to break troups into the castle. They
left their grappling hook behind, so take it. Go U-R-F-R-F-F-R.
This places you at back the corner of the battlement where you
came through the door.
Go F-F-F-F-L. This puts you at the corner of the battlement. DON'T
get impatient here - wait for a catapulted boulder to come
crashing through the wall. If you step forward too quickly, it'll
take YOU with it! Go F-R-D-F to climb down to the ground below.
Go R-F to reach the door of the Smithy. Touch the door to open it,
and Go F to go inside. Go R-D to discover a hammer in the corner.
Pick it up; we need this in another time zone. We also need
something from another time zone to finish the Chateau, so to
avoid further backtracking, we'll jump out from here.
Pull up the Jump chip and select "Da Vinci Studio". Read the
Mission Briefing and Jump to the site.
DA VINCI STUDIO:

After you arrive, Go L-L-D, and touch the balcony key to unlock
the door. The key automatically goes into your inventory. Go U and
touch the door to open it, then Go F. You see a sillouette in the
other tower, and your Evidence chip automatically records that
fact - there ISN'T supposed to be anyone else on the grounds at
this time of night!
Go R-R, touch the door to open it, and Go F to return to the
inside of the tower. Go D to look at the gapping pit at your feet
- this is one of Da Vinci's elevator shafts, and the platform is
at the bottom. Do yourself a favor and don't step into it, okay?
Go U-R-F-L-F. This puts you in front of a panel with two levers
and some Latin writing on it. If you can't read Latin, pull up
your Translate chip and Activate it. Move the cursor over the
words to read the translation in the message window. These set the
elevator to Lock/Unlock, and Up/Down. Set the levers to Unlock and
Up. Go D and touch the wheel to winch the elevator up to your
level.
Go U-R-R-F-R-F-R-F-R-F. This puts you in front of one of Da
Vinci's uncompleted paintings, and the Evidence chip detects an
anomoly. Go L-L-D to face the anomoly - a detailed smudge made in
red paint (a footprint made after stepping in a spill ,perhaps?)
Pull up the Evidence chip and select the Locate function. Move the
cursor over the smudge and click to record the evidence.
Go U-F-F-L-L to face the elevator. Go F-D-R to enter it, look down
at the turnstyle, and position yourself to turn it. Touch the
wheel to crank the elevator down to ground level. Go U-R to face
the doorway (in this lighting, a featureless black area in front
of you). Touch the door to open it, and Go F to enter the grounds.
Go F-R-F-F-R-D. This places you near the gates to the grounds, and
a coil of rope on the walkway. This is needed elsewhere, so pick
it up. The doors in front of you are locked, so don't bother with
them. You can follow the walkway around to the other tower, but
the door to it is also locked, so you will need to explore Da
Vinci's workshop for other means of climbing to the top of the
tower.
Go U-R-F-F-R-F to reach the door of the workshop. Touch to open
it, and Go F to go inside and escape those interminable crickets!
Go F-L-F-L-F-F-F-R to enter one of the nooks in the workshop and
face part of a device Da Vinci was developing. Pick up the 'wheel
assembly' and then examine the diagram underneath it. The
translate chip will decipher the writing for you, and give you an
idea of how many pieces you need to collect.
Go A-D-L. There are pegs on the floor; these are needed to hold
the components of the device together, so pick them up. Go L and
note the bench-like object in front of you. This is the "jig", and
will receive the pieces you collect. Based on the diagram, the
only other piece you need is a "gear assembly".
Go U-L-F-F-F-F-L-F-R-F-R. This takes you to the other nook in the
workshop, and in front of the gear assembly you seek. Pick it up.
Go R-F-L-F-R-F-F-F-F-L-D to return to the jig. Drag the wheel
assembly onto the jig. Notice that you cannot drop the assembly
until it is correctly positioned at the front of the jig (the end
with the shield built on). Notice also that when the piece is
correctly positioned, its icon switches to tilt to the left - this
is how the game lets you know you're in the right spot with the
right object. Drag the gear assembly onto the jig. Drag the pegs
onto the jig. Try to pick the device up, and the game will tell
you it is 'unstable'. Drag the hammer onto the jig, and it will
hammer the pegs securely into place. You may now pick up the
"siege cycle" you have just assembled.
Go U-L-F-F-L-F-F. This puts you in front of a small desk and a
small cabinet on the wall. You can use your translate chip to read
the sign on the cabinet. Then, Go D and examine the diagram on the
desk. You cannot translate the text, but it appears the device you
are finding pieces for will allow you to climb up a rope launched
by a large catapult. You can probably use this to get up to the
second tower...
Go U-L-F-R-F-L-F to reach the door to the courtyard. Touch the
door and Go F to enter the courtyard, and be greeted by those
NOISY crickets again! There is a lot to examine in the
courtyard/testing grounds, but let's get straight to the catapult
we need.
Go R-F-L-F-R-R-F-F-L-F-L-F-R-R-D. This puts you at the base of the
catapult. There is a handle here you should turn to pivot the
catapult so it is facing the tower. Go U-L-F to mount the catapult
and sit in front of the controls. The two dials control vertical
and horizontal aiming. Line the crosshairs up with the balcony on
the tower (nine times to the right and down twice) and pull the
lever in the center to launch the grappling hook. You will
automatically dismount the catapult and step over to the side
after you successfully make contact with the hook.
Go L-F-L. Drag the siege cycle and drop it on the wires - I notice
that in this case, the icon does NOT tilt to indicate it is in the
right place. Touch the cycle to climb up into it. Go F to pedal
the cycle up to the tower and climb off on to the balcony.
Go F-F-L to face the balcony door. Go D and use the balcony key
you took from the other tower to unlock the door. Go U and touch
the door to open it. You see someone jumping out as you look
inside. You can hear something bouncing off the floor - they must
have dropped something when you startled them. (Funny how they
were just startled when the door opened, and not when you were
making all that noise with the grappling hook, cycle, and key...)
Go F to enter the tower, and the Evidence chip detects an anomoly.
Go R-D, and pull up the Evidence chip. Use the Locate function and
move the cursor over what looks like a dropped page of text. You
actually find something else - an electronic camera filter! You
CAN'T leave this behind to be found - pick it up. Since it was
obviously useful to your culprit, it might be useful to you. Click
on the lens icon in your inventory list to mount the lens on your
camera. (You can click on it later to dismount it, but it isn't
doing any harm, so you might as well leave it installed.)
Go U-F to reach a desk full of documents. The Evidence chip
detects another anomoly - better check for it. Go R-D to face the
notebooks. Examine them until you find one the Evidence chip
recognizes as an anomoly and records it. You'll find that your
Translate chip cannot decipher Da Vinci's documents - it can read
Latin, but is not equiped to recognize the mirror Latin that he
wrote in.
You'll also note that the altered document is the "Codex
Atlanticus". It has writing that can only be detected by the lens
filter, so it would never be detected by anyone not equiped to
look for it. So, why the alteration? If you recall, the "Codex
Atlanticus" was one of four items auctioned for high price to a
single bidder at the Louvre. Could someone be trying to smuggle
information by concealing it in historic objects?
Your Evidence chip told you that you had found the anomoly and
could leave, but once again, you have to collect an object that
you'll need in another zone before you can go. Go A-U-R-F-R- F-F-
L. This leaves you facing a cabinet. Open it and look inside. Take
the preserved heart; you can also click on the floating eyeballs
for a small bit of nonsense.
Okay, NOW you're done here. Pull up the Jump chip and select
Chichen Itza from the menu. Read the Mission Briefing and Jump
once more into the fray...
CHICHEN ITZA (medalion):

Go R-F-L-F to enter the temple. Fire up your translator chip and
read all the inscriptions at the top of the surrounding walls.
Turn back to the dials on the back wall and examine them. Using
the translator chip to help you read them, turn them to one of the
ceremonial dates listed on the right wall. Go A-L-D, and pick up
the ceramic bowl on the floor. Go U-L-F-D to go outside and look
at the lap of the statue. Drag the bowl onto the statue, and begin
your journey into the underworld...
We're only going to go in a little bit, until we collect something
we need elsewhere. While you're here, Go D and collect the skull
from the skeleton at your feet. Then, Go U-F-D to look at the
second skeleton. It doesn't have a skull to loot, but it does have
a copper medalion by its hand. Take it, and we have what we came
for for the time being. Pull up the Jump menu, and jump back to
Chateau Gaillard.
CHATEAU GAILLARD (completion):

You jump back to the same instant you had before, and watch the
guard take an arrow in the back again. What comedy! Since you
already have the arrow, you won't find it if you examine the
guard. We can skip some of the areas already visited, so follow
these steps to get back onto the castle grounds:
Go R-R-F-F-F-D-F to climb down the stairs. Go U-L-F-R, touch door,
Go F to exit the tower. Go F-F-F-F-L, and wait for the boulder to
crash through the wall. Go F-R-D-F to climb down.
I'm going to save you some backtracking by taking you directly to
the Smithy again. You'll find clues in another tower that would
cause you to have to jump back, visit the Smithy, get something
there, and retrace a lot of your steps. Let's skip all that and
get right to it.
Go R-F, and touch the door, Go F to enter the Smithy. Go L-F-R-F-R-
F to reach the forge. Go D to examine the forge and the items
around it. Arthur will provide commentary. Say, one of the bricks
to the right of the forge is discolored, and you can touch it... a
key mold lies underneath. That might come in handy... Arthur's
comments said the forge was only hot enough for bronze or
copper... and we just picked up a copper medalion...
Drag the medalion to the pan in the forge. Touch the wooden lever
above the forge to pump the bellows and melt the copper. Touch the
melted copper to pour it into the mold. Then, take they key you've
just created. Go U-R-R-F-L-F-L-F-R to return to the Smithy's door.
Touch the door to open it, Go F-F-F-R-F-L-F-R-F. This puts you at
the base of the moat, and your Evidence chip detects a temporal
anomoly. Pull up the Evidence chip, then Go L-D. The piece of
evidence is rather obvious; select the Locate function, drag the
cursor over it, and click on it to record it.
Go R. Say, you can Go F to wade under the moat to the other side.
This puts you at the base of the King's tower. Go U to see a
window directly overhead. That grapling hook is just the thing for
this! Save your game NOW in case you have any difficulties in the
near future. Drag the hook to the window and watch yourself throw
the hook up. You'll begin to climb up, but you are seen by the
tower guards. They'll chuck a boulder at you to dissuade you.
As soon as your direction arrow lights up, Go F to climb the rope.
You'll have some opposition, but you'll make it up. (If you wait
too long to start climbing, the guards will toss a COW down on
you! ) Once up top, the guards come running in to catch you. Your
only chance is to pull up your Cloak bio-chip and Activate it
before they get there.
After the guards have left to search for you, Deactivate your
cloak. Pull up Arthur again, just to have him handy. Go F-R-F-D to
reach the front of the cabinet. Touch it to examine it, and you
will discover a hidden panel with an impression for a key. The key
is missing, but it looks like the one you just made... Lucky, eh?
Go A-U-L-L-F-F to get a closer look at the tapestry. You can move
your cursor over it, and there's *something* behind it you can
press. Click to press it, and an elaborate set of levers of some
kind are tripped. Hope that did something useful...
Go R-R-F-L-F-F to reach the stairwell. You can go up, but the door
to the top of the tower is locked. Go L-D-F to climb down to the
next landing. Go U-L-F to reach the door to the study. Touch the
door, then Go F to enter.
Go R-F-F-R-D to look in the fireplace. Someone has tried to burn a
letter there! Pick it up before it's completely burned up. Click
on the 'letter' icon in your inventory to read it. It is cryptic
Old English, but your translator chip can take care of that for
you. Pull up the chip and activate it, and it will translate each
line as you move through the document. Sooo... there are treasures
hidden in a secret chamber, and the "doors of the besieged castle"
are mentioned. The tapestry you poked at had an illustration of a
besieged castle, and the mechanism you tripped was behind the
doors drawn on the tapestry.
Go U-R-F-F-F-D. There are two journals you can read here, with the
aid of your translator chip. They tell the tale of the besiegment
of the Chateau. They also reveal that the blacksmith was caught
with duplicate molds of keys used in the castle, and that the key
to the hidden storage room was destroyed. These are the clues that
would send you back to the Smithy to look for the mold and make
the key we already took care of.
Go U-R-F-F-D. This diagram of the castle shows a unlabeled
(hidden?) chamber below the food cellar.
Go U. You can wander around the room, but don't try opening the
other door - it leads to the main keep, and there is a guard there
ready to do his duty and kill any intruders. Go R-R-F-L-F to
return to the door you came in. Touch it, Go F-F-L-D-F to walk
down to the bottom of the tower. Go U-L-F to reach the cellar
door.
Touch it to open it, and once again you are on the heels of the
culprit, who sees you and jumps out. The Evidence chip records the
fact that there was another TSA agent where one did not belong.
Go F-L-F-L-D to reach the chest the rogue agent was standing in
front of. Try your copper key, and it will unlock the chest. The
forward arrow lights up, so Go F to climb into the chest. The
trigger you tripped in the tapestry opened the false bottom, so
you climb to the storage chamber underneath.
Go D-R. There are artifacts all over the place. At this particular
spot, there is a chest you can touch to open. There are gold coins
in there! Hey, nobody'll know if you take a couple, will they? It
is against TSA regulations, but... the second rule applies here,
so take 'em! Go U-R-R-F. Your Evidence chip beeps an alert - Go R-
D to look at a collection of items. The previous anomolies were in
items bought at the Louvre auction - we ought to check out the
sword in the middle of that pile... Pull up the Evidence chip,
select Locate, and move the cursor over the sword. Bingo! The
diamond in the sword is much too precise for the current time
period.
This is all we need here. You might be a mensch and climb out of
the chamber and close the chest behind you, so the treasure is not
discovered by the invaders, but you can jump out right now.
We've done everything but Chichen Itza, so there you jump...
CHICHEN ITZA (completion):

Let's quickly backtrack to where we got before. Go R-F-L-F.
Examine the dials - they should be identical to what you set them
to earlier, except the date has advanced. Turn the date wheel up
one notch. Go A-L-D and pick up the bowel again. Go U-L-F-D and
put the bowel in the statue's lap again. Go F, and you have
reached the second skeleton you saw before. It's new stuff from
here on.
Go F-F-F-F to reach a fork in the path. You might as well take the
one on the right - Go R-F to reach the first temple. Pull up your
Translator chip and Activate it. Examine the glyphs above the
doorway to learn that this is the temple of the War God. The
glyphs above the tiki face on the right say that an offering is
expected. Examine the tiki face itself, and see that there is a
mouth that objects can be inserted into. What might please a war
god? Drag the bloody arrow from the Chateau to the mouth and drop
it. The mouth "eats" it, and the door opens.
Save your game before entering so you don't get trapped if you run
into problems inside. Go F to enter. The door closes behind you.
You can open it and walk out, but then you'd have to come up with
another offering to get back in... Look around - there are serpent
heads in alcoves to either side, and a skeleton at your feet to
the right. That skeleton has a skull, and it might come in handy,
so take it.
Turn to the serpent on the left and click on it. The jaws part,
and the sound of rock grinding indicates that also did something
else. Before the jaws close again, drag one of your skulls and
drop it between them to hold them open. Go R, and you can see that
the serpent is holding the door in front of you open. There are
spears plunging in and out of the pathway, so it would be fatal to
enter. However, maybe the other serpent can help - Turn to it,
click on it, and drop the other skull into the jaws before they
close. Voila!
Things get much quieter as one set of spears shuts down. Another
set is going further down the hall, so there is probably another
set of serpents to control them. But, we're out of skulls! Turn to
the serpent on the left and touch it to open the jaws. Grab the
skull, Go R-F before the jaws close again and the door shuts on
you. The timing is tricky here, so act fast!
Note that a doorway beyond the second bank of spears closes at the
same time as the one behind you. You'll have to find a way to stop
the spears and open that second doorway. Go F to the spears, and
you will find another pair of serpents. This time, Go L and touch
the serpent, then drop the skull into its jaws before they close.
This serpent stops the spears - what blissful quiet!
Go R-F. The doorway is closed, so look around for something to
help you. Some poor soul was impaled on the spears who knows how
long ago, and his skull was severed at the neck. Take it and put
it in the other serpent's jaws. This opens the doorway you came
in, but not the one on the far side of the temple. Hmmm. It looks
like we have to play "juggle the skulls". Take the skull from the
serpent that stopped the spears. Walk back to the entry way. Place
it between the jaws of the serpent that held the doors open.
Return to the second pair of serpents, and take the skull from the
one serpent and put it in the other. Voila! All the spears are
stopped, and all the doors are open!!
Go R-F-F-F to reach the altar of the war god. Go D, and take the
obsidian block you find there. Go U-R-R-F-F-F-F-F to reach the
door of the temple. Touch the door to open it, then Go F-F to
return to the fork in the path.
We may as well continue on to the next temple in line. Go F-F to
hop the pilars and stand in front of the temple of the water god.
The translator will identify it for you, and you can make an
offering from the water container you filled at the space station.
The door will open. Go F-F-F to reach the edge of a footbridge
over a deep gorge. The entrance to the temple is on the other
side, but it is off to the side. (???)
Go F-F to walk across to the far end of the bridge. Arthur
comments on the strange construction, and the trip across
demonstrates that the bridge is in separate sections, suspended
from the top... Wierd. Go R to take a look at the temple entrance.
Seeing no way to get over to the temple, Go R-F to walk back
across the bridge. Wait, what's that noise behind you? Go R-R to
see the sections of the bridge swinging wildly. Oh - the
inscription said that one had to "cross ... on the stepping stones
of faith" to get to the temple... Hope you're not afraid of
heights! Save your game here in case you make a misstep and take a
dive into the gorge below.
The view will begin turning to watch the section in front of you.
When it is synchronized enough for you to step onto it, the
forward arrow will light. You still have to time it yourself to
hop onto the platform instead of dropping to your death in the
gorge. I recommend saving your game frequently during this trek. A
separate file is good for this, in case you get yourself in an
untenable position and have to start over from the beginning.
Once you reach the other side and your heart starts again, Go F-F
to reach the altar of the water god. Go D and take the limestone
block on his altar. You can either turn around and retrace your
steps over the "bridge of death" or say "forget that noise!" and
Jump back to your arrival site at Chichen Itza. Either way, make
your way back to the fork in the path, and I'll pick up from
there...
Okay, back at the fork. Turn so that the war god is on your right,
water god on your left, and unexplored path before you. Go F to
reach another fork in the path. A temple stands directly ahead of
you, but Go L to face the other one from this fork, then Go F to
stand in front of it. The translator will identify this as the
temple of the wealth god, and the note that all who approach must
"turn their backs to worldly possessions and lower their heads in
humility".
Examine the tiki mouth and drop the gold coins from the Chateau
into it. It will close and the door will open. Oddly enough, the
coins return to your inventory - I guess you didn't put ALL of
them in, but what the wealth god doesn't know won't hurt him,
right? Go F-F-F to reach the base of a rope bridge across the
gorge. A doorway with golden walls lies on the other side of the
bridge.
But wait! If you follow the first rule and look everywhere at
everything, and follow the clue to "turn your back to worldly
possessions and lower your head in humility", you will turn away
from the golden doorway and look downward. The golden door is
actually a deathtrap - the door will close, and will not open
until you have rotted into a skeleton. Go R-D; notice how there is
an extra anchor set into the stone?
Drop the coil of rope you found at Da Vinci's Studio on the
anchor, and it will be tied off on it. You may now Go F to climb
down the rope to the REAL temple, below you on the cliff face. Go
F-F to reach the altar of the wealth god. Go D and take the jade
block from the altar. Go U-R-R-F-F to return to the mouth of the
temple. Go R-U-F to climb back up to the base of the bridge. Go F-
F twice to reach the door to the temple. Touch it, Go F-F-L-F to
reach the door to the last temple - the temple of the god of
death.
The Evidence chip detects an anomoly. Go D. Pull up the chip and
select Locate, then click the cursor on the untidy mess on the
ground at the tiki's feet. The chip records the evidence - glass
fragments not from this period. Go U, and examine the mouth of the
tiki. It is much larger, and the inscription above it says to
complete the pyramid - this requires the blocks you removed from
the other three temples. Drag each to the mouth, and when the
third is inserted, the door will open. For some reason, the blocks
are returned to your inventory.
Go F-F-F-F-D to examine the sacrificial altar. The Evidence chip
detects another anomoly. Pull it up and do the Locate bit; you'll
find the anomoly in the bloody pool on the left - synthetic blood!
The altar is awaiting a bloody sacrifice - what do you have that
might fit the bill? How about the organ you took from Da Vinci?
Drop the heart in the bloody bowl, and Voila! - the Toltec
ceremonial coffer bought at the auction appears from the other
bowl.
The Evidence chip pipes up again, but checking the coffer reveals
that the evidence cannot be recorded until it is exposed. You're
going to have to open the coffer. Save your game here! If you
recall the historical notes, the coffer has poisoned needles that
will kill anyone trying to open it without entering the proper
combination on the symbols on the face.
Turn on your Translate chip, and use it as you turn the symbols to
form the combination. If you recall, the inscriptions inside the
temple on the surface said that whoever touched the Holy Vessel
would become... Turn the symbols to that phrase, then touch the
right end of the coffer to open it. The Evidence chip kicks in and
records the anomoly inside automatically. You are told that you
can leave, but collect that rather vital piece of evidence first.
Then use the Jump chip Recall function to return to your
apartment.
GAGE'S APARTMENT (review evidence):

You just retrieved an environment cartridge, and what better place
to view it than the environment projector in your home? Go R-R-F-R-
D-F-R-F-F-L-D. Touch the projector and examine it to move closer
to it. Drag the new environmental cartridge to the center of the
projector control, and cartridge automatically begins playing.
The cartridge reveals the who and the what of the plot. One of
your fellow TSA agents was indeed smuggling information out
through the historical artifacts - information on how to build a
time machine! While you are viewing, the culprit jumps in and zaps
you, saying, "Sorry, Gage, I need that back."
CULPRIT'S LAIR:

When you wake up, you are completely immobilized, while the
villian does the obligatory service of telling you everything
about the plot, including why YOU were framed, before mind-wiping
you. The villian's reasoning is typically pudding-headed,
including their actually believing their alien contact when told
the information would be shared with others! Yeah, RIGHT... Arthur
frantically tries to find a pathway out to stymie the villian,
eventually succeeding with the exception of a password you must
supply. Recall your files on this agent, and the one topic that
was mentioned repeatedly about them. Enter the correct password,
and Arthur leaps through the net to short out the villian's
systems, causing a wild jump by their suit.
Unfortunately, Arthur sacrifices himself by this act, leaving you
without companion or hint source for the remainder of the game. So
long, Arthur, we knew ye well...
The power systems in the silo are completely shorted out, and you
have no jump chip to leave, or to retrieve Arthur again. Start
poking around. Go R-R-F-F-D. A glowing blue object looks
promising; pick it up. It is a charged fusion generator core. Go U-
R-R-F-D. This is an unpowered fusion generator. Examine the left
side of the device, and press the eject button to remove the spent
generator. Drag the burned out core to your inventory, and drag
the charged core to the device. Voila! You have power again!
Go U-R-R-F-F-R-F to stand in front of the plasma tool. Touch it to
pull its control panel up. Touch the up and down arrows to scroll
through the list of objects it is programmed to create - these
were what the culprit used to gain access to various artifacts.
One item is new, "transport code". Touch "Run Program" to
temporarily create the transport code - write it down. Repeat the
process until you have the entire code recorded.
Go R to face the bulletin board. There is a post-it note with a
couple of... environmental factors (?) recorded on it. Make a note
of these. There is a black rectangle in the center of the board
that turns out to be an INN display screen. Review the INN news
stories for any new clues. You will discover that the story on the
Symbiotry Technology Discussions has been altered; a new section
has been added to the beginning, describing the withdrawal of one
of the alien ambassadors from the talks. Hmmm. That might be
suspicious. Page back to the text section, and check the hypertext
link for the race of the ambassador in question - the Krynn. Their
entry corresponds to the environmental data on the post-it note -
substantiating your suspicions. Note the three digit "alien code"
at the end of the report for future use. Exit the news menu.
Go R-F-L-F-R-R to face the transporter device used by the culprit
to transport the environment cartridge. Save your game here. Touch
the face of it to pull down its control screen. Enter the
transport code you recorded from the plasma tool; do NOT press the
ENTER key when you are done. The screen will reply that this is a
diplomatic area, and prompt you for an "alien code". If you had
pressed ENTER earlier, it would have accepted that as the entry
for the alien code. Enter the code you got from the INN hypertext
link. The machine will open. Go F to step inside and be teleported
to the alien's embassy.
KRYNN EMBASSY:

If you arrive at the other end of the teleport, and are completely
blind and paralyzed, restore your game to the point I advised. The
Krynn environment has different light wavelengths humans cannot
see, but the lens filter you picked up in Da Vinci's Studios will
allow you to see these wavelengths. If you had left the filter on
like I advised, this would not be a problem, but just click on its
icon again to re-attach it to your suit. Then, repeat the
transport process to arrive in the embassy with full vision.
If you turn around within the transport pod you arrive in, you
will hear a warbled noise - this is Krynn speech. Pull up your
translate chip and turn back to that position - the message states
that your transporter is set for organic and inorganic matter.
Good thing too, as you couldn't survive here if you had arrived
without your suit!
Go F to reach an alien console. There are a few buttons here, but
they do nothing useful for you. Go F-R-R to face the way you came.
A display edges into view from the ceiling; examine it. The
translator chip will report that the readings indicate that the
transporters to the left and right of the one you arrived in are
set for inorganic matter only. If you attempt to use either, your
suit will be transported from around you, drowning you in the
Krynn underwater environment.
Go A-R-F-R-F to reach a junction in the corridor. Save your game
here. If you turn to the left, a membrane will open revealing a
pair of aliens further down the hall. You may enter that hallway,
which will bring you face to face with the aliens, and the game
will essentially ignore all controls from that time on. This is a
bug; the game should actually show you a "you've been captured"
screen that amounts to getting killed as far as the game is
concerned. Ignore the left passageway.
Go R, and another membrane will open to reveal another pair of
aliens down the hall. You cannot move at this point, and if you do
nothing for a while, the aliens will come down the hall and
capture you. Select your Cloak chip and Activate it, and you will
be undetected by the aliens. They will come down the hall on their
rounds, and the wake of their movement will brush you aside
without alerting them.
After the aliens pass, Deactivate your cloak. You still can't move
down the hall on your own power, but you can touch the cluster of
cabling at the base of the ring in front of you. This will trigger
the alien corridor transit system, and you will be pulled down the
hall by peristaltic motion. When you stop, repeat the action to be
pulled into the storage chamber at the other end of the corridor.
Go F to approach a spherical node on a series of supports. Touch
it, and a membrane parts to reveal... something inside... maybe an
environment cartridge? If so, this is one of the pieces of
evidence you must retrieve to prove your innocence and the plot to
smuggle time travel information to the Krynn! If you circle the
storage frame, you will discover all the objects inside various
nodes. The trick is to get them all out... You have an explosive
charge, but that will only free one item. Perhaps there is one
item that could be used to free the others? Place the charge on
the node containing the sword. Once you have the sword, visit all
the other nodes and use the sword to hack your way through the
sealing material. Take ALL the items except for the Cheese Girl,
and return to the mouth of the corridor you came here through.
Touch the cabling to move to the middle of the tubing, then touch
it again to be carried through the end of the corridor. You will
be thrown against the membrane on the opposite side of the
junction, and it will open. This is unavoidable. You cannot move
away, and cloaking does no good, as no one comes down the corridor
to push you out of the way with their wake. Once again, the sword
will serve you in good measure. Use it on the cabling in the
corridor ring to disrupt the transit mechanism and seal the
corridor.
Go L-F-L. Save your game here. Go F to face the transporter pods.
As soon as you do, Ambassador Icarus arrives through the
organic/inorganic transporter. He captures you, and explains why
his race wants time travel, and why you must die to achieve that
end... He places you in the inorganic transporter to the analysis
room and pulls the lever to transport your suit from around you.
You must act quickly, or drown without your suit. Recall that one
of the items you picked up is giving off low level radiation that
interferes with transporter beams - Pull the burnt out fusion
generator core and drop it inside the teleporter pod. It shorts
out the pod and the reaction pushes Icarus into the other
inorganic pod.
Go F as soon as you are able. This will place you in front of
Icarus' transporter pod. You have no movement controls, and if you
wait too long, Icarus will break out of the pod and capture you,
ending your game. Pull the lever on his pod to do the same to him
as he was going to to you - transport all inorganic material from
his person. This strips him of his waldos, so when he breaks free,
all he can do is swim away.
There is nothing more for you to do here. Go R-F to enter the
organic/inorganic transporter pod. Go R-R to face the front of the
pod. Pull the lever on the left to trigger the pod, and you are
sent elsewhere, where you present your evidence and prove your
innocence.
ENDGAME SEQUENCE:

The endgame sequence runs - everyone is happy!! The future is
safe! There is no mention of Arthur, but I presume someone went
back to retrieve a copy of him before he perished for good.
This walkthrough misses 1 puzzle and 8 research points. The
research points are probably picked up by looking at more things
and listening to all of Arthur's historical commentary. The
puzzle, I have no idea on.

I urge you to go through again and examine every location in this
game. It is very rich, and you will enjoy the experience.

Hope that helped! Mpb.

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