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1,000 Games (Collectors Edition) - Disc 2
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1000GamesDisc2.iso
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buried.txt
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1996-03-15
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Buried In Time
1. Look everywhere and examine everything no matter how mundane the
item or area may seem.
2. Take everything that you can. If it isn't fixed down, chances are
that you will need it somewhere later on in the game.
3. Save often and whenever you're about to try something you are
unsure about. It is also a good idea to keep different savegames
under different titles for easy reference.
4. At Gage's apartment, examine the biochip files biochip, especially
the TSA agent profiles.
5. At the china cabinet and examine the objects you can here. Note
any hints you find.
6. Examine Gage's desk, at the papers on the desk and read each one,
and look at any objects here that you can...ie the "trampoline" thing
to the right.
7. In the enviro-projector room, head to the pair of seats, one of
which has a round object on it. Take it. Take the remote control.
8. Review all the information that the enviro-projector gives you
carefully and note the order codes of the products presented in the
commercials as well as their prices. The "Inn" stories have hypertext
that can link you with important additional information.
9. You can order those products referred to in 8 at the replicator
panel. Be sure to get a translator chip and the Cheese Girl. Touch
the Post Box to receive the ordered products.
10. When in zero gravity outside the station, use the Cheese Girl,
dropping it at the view window's left edge.
11. There is a metal bar blocking the opening of the Habitat Wing
hatch which you need to remove to open the door. Then you can enter
the docking bay.
12. Inside the A.I. Nexus hatch is a puzzle with three red dots above
three green ones. The object of the puzzle is to exchange the two
sets of dots which is done by "leapfrogging" them.
13. A good practice to get into is using Arthur's biochip whenever
you arrive somewhere.
14. One of the basic characteristics of the game that you should be
aware of is that each time you revisit a time zone, you go back to
the precise moment in time in which you originally arrived. This
means that everything is set to their original conditions minus the
items you had removed. Also, Arthur does not usually provide the same
comments twice, so you'll have to remember what he says the first
time.
15. There is an recharge station by the elevator/asteroid-center in
case you are running low on air.
16. In the wall inside the elevator is an empty water container.
17. Inside the Biomass hatch room, go to the equipment to the left of
the rack by the sculpture and take the harmonic resonator. With it
you can change frequencies until you get a Positive Response. Then
you can record the evidence of the temporal anomaly.
18. Feel free to explore the station.
19. The yellow valve at the recharge station fills the empty water
container.
20. At Chateau Gaillard, drag the arrow in the dead guard's back into
your inventory.
21. In the castle, at the toilet, is the grappling hook; take it.
22. Inside the Smithy's room is the hammer in the corner; take it.
23. At Da Vinci Studio, record the silhouette.
24. The writing at the panel with two levers is in Latin. Use your
translator chip here. Set the levers to "Unlock" and "Up."
25. The smudge of red paint you find is a footprint; record it and
use the evidence chip to review the entry.
26. At the gates to the grounds is the rope; take it.
27. Inside the workshop is the "wheel assembly;" take it and examine.
Try the translate chip on the writing.
28. Look for pegs in the floor and take them.
29. The "gear assembly" is also here in the workshop. Take it.
30. At the jig, use the wheel assembly, gear assembly, the pegs, try
to pick it up, then use the hammer to make the "siege cycle" stable.
31. At the small desk, study the diagram.
32. The catapult is in the courtyard. Use the handle to turn it
towards the castle. The dials are for controlling the vertical and
horizontal aim. Line up the crosshairs with the tower balcony. Pull
the center lever to launch the grappling hook. Use the cycle to climb
up.
33. Once inside you must take the electronic camera filter. Examine
it and mount it on your camera.
34. On the desk with all the documents you'll be able to find another
anomaly which you should record.
35. The altered document is the "Codex Atanticus" and has writing
that can only be detected with the lens filter. You get a large
evidence bonus for finding the writing in the codex.
36. Find a cabinet inside of which is a preserved heart; take it. In
Chichen Itza, at the temple, use the translator chip to read the
inscriptions at the top of the walls. Examine the dials on the back
wall and take the ceramic bowl on the floor. Outside, look at the
statue's lap and place the bowl on the statue.
37. Take the skull, go to the second skeleton and take the medallion
from its hand. Jump back to Chateau Gaillard.
38. Examine the forge at the Smithy as well as the items around it.
Note that one of the bricks to the right of the forge is
discolored...Melt the copper medallion in the forge and pour into the
mold. Take the key.
39. Record the temporal anomaly at the base of the moat.
40. You can wade under the moat to get to the base of the tower. Use
the grappling hook on the window you find around here after coming up
but I would save the first. Use the Cloak bio-chip to avoid the
guards.
41. Look in the cabinet and at the tapestry and behind it.
42. In the study, look in the fireplace and take the letter and read
it.
43. Search for two journals with good clues.
44. Find the cellar door and open it. Record the agent's presence.
45. The copper key opens the chest which is really an opening to
another room. It has to be triggered using the levers behind the
tapestry.
46. Open the chest and examine the sword in the middle of the pile of
artifacts. Use the Evidence Chip on it.
47. Return to the second skeleton. The right fork in the path takes
you to the first temple. Look at the tiki face itself and place the
arrow in its mouth. Good idea to save the game before entering the
newly opened door. Take the skeleton skull and use it on the
serpent's jaws. "Skull and Jaw" your way through this serpent
section. Look around too.
48. Move the skulls around so that all the doors are open and all the
spears stopped.
49. Get the obsidian block at the alter.
50. At the temple of the Water God make an offering of water from
your water container.
51. Save your game before attempting to cross over the bridge. Save
it during the crossing as well, using a separate file.
52. Take the limestone block form the altar. Go back to the fork in
the path.
53. Find the wealth god's temple.
54. Put the two gold coins in the tiki mouth.
55. Look for the anchor set in stone and use the rope in conjunction
with it and climb down to the true temple. Get the jade block at the
altar.
56. Find the temple of the Death God. Note the anomaly of the glass.
Use the blocks on the mouth. Examine the altar to detect another
anomaly. Place the heart in the bloody bowl.
57. Before opening the coffer, save the game. Use your Translate chip
and turn the symbols to arrive at the combination. Your historical
notes may be helpful here. Take the evidence and go back to your
apartment.
58. Use the environment cartridge and the filter lens.
59. In the Culprit's lair, listen to the villain. A clue to the
password is provided from your knowledge of this villain-agent.
60. Look for a glowing blue object and take it. Find the unpowered
fusion generator and you should be able to figure out what needs to
be done. Keep the old core in your inventory.
61. Write down the transport code you find at the plasma tool after
fiddling with the control panel.
62. Note down the environmental factors on the post-it note at the
bulletin board. Check out the hypertext links. Note the three digit
"alien code."
63. Save the game before using the transporter device. Use it to get
to the alien embassy.
64. Restore the game and try again if you arrive blind and paralyzed.
Use the lens filter and the translator.
65. Use your Cloak chip.
66. Use the cable to get to the storage chamber.
67. Make your way to the spherical node. An explosive charge will
release an item inside and the sword will help you get the rest. Take
all the items minus the Cheese Girl.
68. Use the cabling again to get to the membrane to the opposite side
of the junction. You'll need to use your sword here also.
69. Save the game and turn toward the transporter pods. Use the
fusion generator core on the teleporter pod. Use Icarus' transporter
pod. Pull the lever.
70. Use the organic/inorganic transporter pod and pull the left
lever.