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Читы для Time Machine

Чит-файл для Time Machine

Time Machine

в России известна как

Машина времени

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Название в России:Машина времени
Разработчик:Index+
Издатель:Cryo Interactive Entertainment
Локализатор в России:Nival Interactive
Издатель в России:1C
Модель распространения:розничная продажа
ISO статус:релиз состоялся 21 июня 2000 года
Официальный сайт:Открыть русский сайт
Жанры:Adventure
Похожие игры:Arthur's Knights 2: The Secret of Merlin, Arthur's Knights: Origins of Excalibur, Odyssey: The Search for Ulysses, The
Multiplayer:Отсутствует

Даты выхода игры

вышла в июне 2000 г.
вышла 24 мая 2000 г.

Solution [ENG]

Информация актуальна для
Episode One: Grave New World

At the end of the opening movie you wind up stranded in a city 800,000 years in
the future. Pick up the Nautilus (hold down the spacebar to pick things up; they
go into your inventory automatically.) On the lower left of the screen appears a
Nautilus shell with two areas: the outer white segments represent your “Jad
Garrыl”, or the amount of raw energy you have. Each time you cast a spell or
save
a game, you spend some of your Jad Garrыl. This is unfortunate, because it
compels you to not save as often as you would like. Don't be too stingy, though.
It's vital to save. The inner, green area is your “Sand.” This represents your
health, and you lose it by being attacked. Keep an eye on this area when you are
under attack. First it shrinks, then it turns yellow (warning) and shrinks
again,
then turns red (Imminent death) and shrinks rapidly. When it's gone, you die,
and
you must restart a saved game. I suggest hitting  before you are really
dead, and you can get to the menu much more quickly.

Go around to the left, talk to the boy. Always exhaust all dialog with all
characters who will talk to you. You may find an old man in this area who will
speak with you. He has a backache and wants you to help.

Go through the alley to the right into Hourglass City. Explore and talk to
whomever you meet. The only one who will speak to you is the gardener. Everyone
else is too busy to talk, and they tell you to go see the priests.

The city is semi-circular, with a giant hourglass at the center, surrounded by
exits which are mostly locked at the beginning. The area is Hourglass Square.
Look all around. When you go toward the exit that is two doors to the left from
the entrance, an Event (a Time Wave) occurs that changes you into a child.

Go into Temple Square, around the temple to the far side and enter the temple.
Talk to the priest inside. Go into the sphere and talk with the Lemur.  Touch
all
three crystals to learn spells. The second Nautilus lets you practice without
cost while you are inside the sphere. Approach the Lemur and choose a spell. He
will teach you about it. Do it with each spell, and do it again until you are
sure he has nothing new to say.

Learn how to set up the hotkeys. The numerals above the keyboard 1 through 9 can
be hotkeys assigned to either an object or a spell. They can be reassigned at
any
time. The numeral 0 puts away the object you are carrying. You need to
understand
how to get to the spells and weapons, and how to use them, sometimes in a hurry.
If you are not proficient, and need to repeat a spell in real life, it costs you
energy points each time you cast one.

You should also memorize the layout of the interior of the sphere; you will
enter
several more of them, and they are all laid out the same. Sometimes you will be
in quite a hurry. Explore beyond the third prism to find the middle area with
the
bridge, look for a small cul-de-sac opposite the crystal formation beyond the
bridge, and look into the farthest chamber, where the golden stalactites are.
There is nothing to do in this first sphere, but you will need to navigate
quickly in future ones.



Talk to the Lemur again on your way out. Go outside the sphere, talk to the
priest again, and exit the temple.  Go left (remember it looks like you are
going
right on the screen) and find the second altar that is in the shadows; go around
to the left end of it and pick up the wrist Jadgar. This is your “ray-gun.” To
use it, you must be holding it in your hand. That is, go to the inventory
screen,
highlight the object, and press Enter. Recommended: highlight the Jadgar, and
press a numeral (1 for example) to assign a hotkey to it. With a hotkey, you can
access the Jadgar immediately by pressing <1>. To shoot it, press . Be
sure
you are facing the character you want to shoot at..

Then go talk to the grumpy old woman at the booth. You need to steal the object
behind the counter. Cast the invisibility spell on yourself, and go pick up the
Vissahid Ointment. Go around the temple to the other altar that you can see
close-
up. Around to the left end of it is a bowl that you can take.

Optional: you can go down the alley past the merchant, and visit with the guards
near the city gates.

On the way back to the U-shaped street where the boy was, find the gardener and
talk to him He will give you some sand herbs. Talk to the old man with the
backache. Trade him the ointment for the compass. If you have the sand herbs,
you
can trade them to the old merchant for an Hourglass of Ashes. (The old woman
will
give you herbs for the hourglass, but you should keep the hourglass, it is much
more valuable.) If you have the bowl, you can trade for a knife. If not, you
will
find a knife later, when you need it.

Go to the city gates  (beyond the old woman's booth) and you see an automatic
sequence with the guard zapping a child. If you visited here earlier, you could
talk to two guards. The guard then decides to attack you. You need to activate
magic abilities. If you become invisible you can approach the guard. The closer
you are, the more effectively you fight. You can either sock him with the de-
harmonizing spell, which costs you Jad Garrыl, or select your Wrist Jadgar and
shoot. He’s not armored, two good shots will do it. You can approach the
Tripodon
and touch it for a ride to the monastery.

Episode Two: In the Monastery

The Tripodon carries you across the Deadly Desert to the top of a chasm.
Descend,
walk up to the sign and read it (spacebar), listening to the six sounds. You see
an inscription and above it, six icons. The pictures represent the sounds you
hear cycling, only once through. To hear them again, step back and read the sign
again. I found it helpful to go to the game options and turn the music volume
way
down, and the sound effects volume up a little. Otherwise, they are easy to
confuse, because sometimes the musical sounds resemble the effects. The sounds
are Nautilus (wave of time), Gong (from the big hourglass), Temple (escaping
steam), Mine Entrance (machinery), Organ, and Nautilus again. The idea behind
crossing the bridge-maze is to step on the proper sequence of transporters.  If
you are exploring, you have the option of walking down another staircase, taking
you to the mine entrance. There is nothing to do down here, but it's worth the
walk because you get a better view of the Web of Time (bridge-maze).

The first platform you come to is the Nautilus. Carefully step off the platform
onto the wooden  area, one step at a time, and listen. You are looking for the
Gong sound. When you hear it, you are going the right way. Walk ahead and be
transported to the “Gong” platform. Don't hurry, you'll misstep.

Each time you arrive at a new platform you need to gingerly test the exits to
find the right one. You must do it by ear. I cannot give you directions, because
the sequence is randomized each time you restart! If you can't hear the sounds,
or tell them apart, enlist the help of someone who can. Remember, you started on
Wave. The order from there is Gong, Steam, Mine, Organ, and Wave.

[A word about the randomization. Apparently, several of the game's variables are
adjusted at random when you begin a new game. Inside the next area, the
Monastery, you should find it easy-going. There is a guard on the first floor
who
will talk with you, and a Chronomancer near a big clock who is relatively
friendly. If either of these characters attacks you without provocation, the
aggressiveness of your attackers will be more than you can handle. I suggest
quitting and beginning a new game. You can get through Episode one fairly
rapidly, now that you are familiar, and the only real pain is crossing the Web
of
Time again.]

IMPORTANT:
Cast the warp (invisible) spell on yourself BEFORE you take the last step (to
Wave) and get your nautilus out of inventory and into your hand. When you arrive
at the Monastery, there is someone standing there. If he can see you, he will
shoot, if you are invisible, he won't. He is an illusion, but his weapon
inflicts
real injury so don't just stand there. Just walk forward briskly and USE the
Nautilus on him. He will disappear.

Go right in, and look around. Like the Spheres, it is a lot bigger inside than
outside.  Read the informative panels on the wall.  You will find three
stairway-
exits. One is guarded, another takes you up to a catwalk, and the first one you
want to enter takes you into a factory-like chamber called the Salt Processing
Room. To find it, start at the main entrance and walk to your right (looks like
left, right?) Take the first stairway you come to. Go in there, turn left, right
and right, and go up stairs to some worktables. Take the oil can. Go back down
the stairs; do not touch the copper machine up there; you'll get an electric
shock. Go back down the steps and talk to the Chronomancer Woman. She is a slave
and does not have much to say. You can talk with the Chronomancer Monk (in
green).  If you show him inventory objects he will teach you about them. Do not
attack him now. You could deharmonize him, but that identifies you as
being ‘smarter’ than you are expected to be, and will set up problems to come.
Pick up the salt crystal from the table at the foot of the stairs.  You can use
it on yourself to regain Jad Garrыl if you need to. And use the “Ointment” spell
to recover your sand before you regain your Jad Garrыl.

If you poke around near the door, there is a small passageway you can fit
through, but an adult cannot. Try it, but you can't get out the other end. Go
back out to the main chamber, down the steps and turn right.  Go back past the
main entrance until you come another stairway, (not the one with the guards,)
and
enter. Go across the catwalk and into the area on the left. Do not talk to the
monk and do not depress the lever yet. If the monk attacks you for no reason,
you
might survive by using your Wrist Jadgar, but it's not easy. Go left, behind the
stairway and examine the duct grate near the floor. It needs oiling. If you go
in, you find that this is the other end of the passage in the Salt Room. You
don't need to go in now, but oil it so  you escape through here later.

The Cylinder of Knowledge is here. You can examine it to learn some history. To
the right of the entrance to this area is a table containing a sand sphere. Pick
it up and use it if your sand (green spiral) is low. It will restore your sand
points. Save it for later if your sand level is okay now. Don't forget you can
cast the Hourglass spell on yourself to do the same thing, using a little Jad
Garrыl in the process. Go back through the center area and into the sphere area.
Look left and find a charged (green) hourglass on the table. It can increase
your
Jad Garrыl, or it can be traded for a spell.

Go back to the center area and pull the lever just to the left of the catwalk
you
came in on. This starts up the clockwork. If you pulled it already, the monk
talked with you, and you don't need to do it again, just don't go into the
sphere
until you have done these other things.  The other uncharged hourglass can be
charged now, that you have turned on the chronomantic clocks. “Use” the
hourglass
on the clocks and it becomes activated. If you show the uncharged hourglass to
the Monk he will tell you to use the clocks. You have two charged hourglasses.
If
your strength resources are very low, you can use on hourglass on yourself. If
you are still “in the green,” you could wait. You will need to survive a couple
of fights. The hourglasses will please the Lemur in the crystal. He trades
spells
for them.

Do Not touch the blue crystal near the sphere entrance. It unlocks the sphere
and
lets the ghost out. You haven't befriended him yet, and he will zap you. Go into
the sphere and talk with the  Lemur. There are three crystals to find, but the
first one you come to won't stand still. It jumps away when you try to touch it.
Wander far back into the cave to find the other two. Use the spells on the Lemur
to learn about them. It is important to know what works and what doesn't against
various opponents. Cast the Stop Time Spell on the first prism to make it
available.

Offer an hourglass to the Lemur. He will offer you a spell in exchange… Select
the spell Eye of Jad Garrыl. This spell will be required soon. If you wish, you
can trade another hourglass for a spell; either the Grip of Khronos or Sand to
Ashes would be a good choice. Or you can keep the hourglass for your own use.
Your choice.

SAVE YOUR GAME BEFORE YOU EXIT THE SPHERE. Chances are, you will need to
practice
the next scenario a few times.

When you go out, converse with the monk, after which there is an automatic
sequence with Tetradon. He will try to kill you. Step towards the Chronomantic
Lock, the glowing crystal in the pole. Touch it to open the sphere and release
the Lemur. The Lemur will fight Tetradon, distracting him long enough for you to
escape through the duct to the salt processing room. There is a good lesson
here:
you can't defeat Tetradon, it's good to get others to fight him.

If Tetradon attacked you enough to deplete your strength, you might consider
repeating the scene until you come through it with most of your resources left.
You will need to fight the monk in the salt room. I would help to save again
before stepping into the duct. Be ready to deharmonize the monk quickly. You
could have attacked the monk earlier, but it is much easier when you can
paralyze
him with the stop-time spell.

Go up the steps, turn the wheel, and turn around and jump into the mine car
before it leaves without you. If you miss it, another one will come. You will
descend to the chasm. On the way down, another Time Wave turns you into an old
man.


Chapter Three: Much work to do.

Notice that your strength is automatically replenished. Find the stairs and go
up, ride the Tripodon back to the city. Talk to the Farmer, who will take care
of
the Tripodon for you. Speak with him again until he offers to take you to the
city. If you try to go alone, you won't survive.

Go into Temple square. If you don't have a knife from chapter one, do this
first:
Go to Hourglass square and exit into the U-shaped street you started on. Talk to
the gardener on the way through. Be careful, there are two new exits open from
Hourglass square that take you back into Temple Square. These streets were
blocked before. Talk to the boy to learn he threw out a little girl's doll by
mistake. You will be retrieving it for her. To the left of where you talked to
the boy you can enter an alley and find Hamiata’s house. Look around. Talk to
her
and pick up the knife. Examine the Chest. It is locked. Now make your way back
to
the new street that goes to Temple Square. It’s an L-shaped road called
crossover
1, and at the corner you will find some crates and a cactus.  Use your knife to
cut some honey-cactus.

How to Use Crates: You will have several scenes throughout the game where you
need to use the wooden crates to accomplish your purpose. To move a crate, walk
up close to it and hold the spacebar. This makes you grab onto the crate. Then
you can push it with the up arrow, or pull it with the down arrow, holding the
space during the process. You can usually pull or push a crate from any side you
can get to. Most of the time, after moving a crate you will want to climb on it.
To climb, walk up close to it and tap the spacebar once quickly.

You need to rearrange the crates in order to climb over the wall. Climb up on
the
big crate furthest to the left. Pull the large crate that is on your right. Get
down and climb back up on the other side of this crate. Push it completely to
the
left. Get down and pull out the little crate in the middle. Don’t pull it too
far. Push this crate against the wall so as to extend the crate that is on the
other side. Step in between the big and small crates to climb over the wall. You
will find a Tripodon pen. The doll is in there, on the ground. The Tripodon
won’t
let you take it because he is hungry.  Put some cactus heart in his trough and
he
is content. Take the doll, and return it to the little girl who lives in the
house with the open door. The door is hard to see, but don’t wander far, she
lives in the same alley where the crates are. Talk to her, give her the doll,
and
she gives you an Effahid Flute in return.  Pick up the Sand Herbs on the window
sill. Pick up the uncharged hourglass on the other window sill.

Head to Temple Square. The priest is busy hiking around in circles like he’s got
nowhere to go and nothin’ to do when he gets there. Stop him and talk. Also go
to
the merchant woman and talk. She has lost her sandscraper (one of those little
jumpy animals) and implores you to find her some new sandscrapers. If you catch
seven or more, she will reward you with a tuning fork. This quest is optional.

There is also a pushy kid in Hourglass Square who wants you to gamble on a game
of “Rainy Nautilus” It’s a sort of beanbag toss, played in the Crossover street.
You can win some sand herbs, or a charged hourglass. This quest is optional.

There is a chisel in Hourglass Square that can be used to rectify the stone
plate
inscriptions. The Adhamid will sculpt, and give a Black Salt Gem. This quest is
optional.

Talk to the man in the dead-end alley in Crossroad 2. He tells you need to find
the Hierarch’s seal. It’s in the lockbox at Hamiata’s house.

You need to find some Merthweed leaves. Hamiata likes her tea, but she doesn’t
quite have the ingredients or the knowhow.  (Must be the Joy of Cooking is out
of
print). Go to Hourglass Square, almost all the way to the left, and find a
bucket
containing the fresh leaves. While you are right there, exit into the crossroad
and find the old woman at the pump. Talk to her about her bad back. The pump
isn’t working correctly and she has to carry heavy buckets. You need to repair
the pump. Activate the lever to the lower position. You can hear the machinery
working now. Then go around the left side of the machine and turn the wheel
(space-left arrow). You don’t need to hold the control down, he knows how far to
turn it. Then go around front again and climb upon the right-hand crate. Find
the
adjustable spanner (called a pipe wrench in the US) and use it on the leaking
pipe. Go turn the wheel to the left again. Back around front, go behind the
left-
hand crate and pull it to the left. Then go around the other side of it, in
between the two crates and push the left crate further left. Now you can get to
the new leaking pipe and fix it. Talk to the woman again. Her back isn’t any
better, but she is grateful enough to give you one of the two keys you need to
unlock the box in Hamiata’s house.

To get the other key: you need to dry the leaves and find another piece of
cactus. The cactus is in the same crossroad you are in, and the place to dry the
leaves is in Prison square. You probably haven’t been there yet. To find it, go
back to the U-shape road you first came in on and look for a new open door. Near
the entrance to Prison square is a large metal plate with nuts drying on it.
Place the leaves on the tray and wait. You can hear them sizzling. They are done
when the noise stops. Don’t look around too much yet, the guards will be
impatient (read: zap) with you. Now you can go to Hamiata and make her some
cactus-merthweed tea. She gives you the second key. Open the chest and take the
Hierarch’s Seal.

Go back to Prison Square, and make your way around the perimeter until you are
beneath the stairs where the guards are standing. You will overhear their
conversation. When they finish, free the prisoner by going up on the platform,
lower the small right-hand lever, then lower the three larger levers at the
right
end of the platform.  They need to be pulled down twice. Then turn the wheel to
the left (space; left arrow). Hurry. When the guard says he will “freshen up” he
will come to the fountain for a drink, see you, and . . . Zap! You can avoid
getting zapped, but you must make yourself invisible two or three times, costing
you Jad Garrыl, but that’s life. You can shoot the guard if you want to, or just
avoid him.

Go to the second crossroad and ring the bell by the red door. The guard wants to
see your seal. Show him and go in. Look around. There is a table with a sand
globe and black salt gem for you to take. If you have an uncharged hourglass,
you
can charge it at the clock. Talk to Vel Subek. He won’t speak to you until you
show him your Nautilus. Read the high-up scrolls by pulling the library steps.
Ow! They squeak. They need to be oiled.

Be sure to talk to Vel Subek until he wishes you well and has no more to say.
Enter the Sphere to learn two new spells (Voyage of the Arch and Veil of the
Nautilus). Since the Lemur wants to keep the Voyage of the Arch spell, he hides
the real prism among three fake ones. If you touch one of these fake prisms, you
will lose points. So, cast an Eye of Jad Garrыl spell and you will see the fake
prisms disappear. If you touch a fake prism, you will lose Sand and Jad Garrыl
points (they will be deducted from your highest scores).

Exit the sphere and leave the Sanctuary, an automatic scene unfolds, where you
are arrested.

Episode Four: Get out of Jail

You are in prison with Ashamira. Speak to her until a Time Wave occurs and you
are both changed into children.  The guard has stepped away for a moment and
dropped his key by the door. You have very little time. Pick up the key, unlock
the door and exit to the right. Go into the cell two doors down by unlocking it.
Watch the guard return and go into your cell to search. To exit your new cell
you
must put the key away () or you will lock yourself in. Exit to the left,
walk promptly to your old cell, get out the key and lock the guard inside. This
scene is easier if you assign a hotkey to the key. An alternative method is to
knowingly lock yourself in the cell where you are hiding, then unlock to exit.
This way uses precious time, and is not very logical.

Go back past your hiding place, and through the door by the bell, into the next
cellblock. Go up to the first cell and unlock it. The child imprisoned there
turns out to be the man you freed from the torture machine. His memory needs to
be restored. Give him a salt crystal. He has a plan to help. He will distract
the
guards for you. Talk to Ashamira. She wisely says we haven’t much time. You must
wait until the guards “Inspect the Cells.” Then exit, go to the guardroom and
pull the lever to close the gate. Now you really haven’t much time. Suggest you
save immediately, the following scene is hard to survive until you have
practiced
it a few times. Position yourself near Ashamira. Get the “Stop Time” spell
ready,
and cast it on the woman when she enters. Immediately get the Jadgar ready, and
walk toward the woman, zapping her. If you are close enough, twice should do it.
Take stock of your life resources. If you don’t have about half of your Jad
Garrыl left, you can’t make it through the next part. In that case, go back to
your saved game and get through this scene more efficiently. There are four
doors
in the guardroom. Exit the door to the far right (not the one the woman came
through).

Get the “invisible” spell ready, and use it as soon as Ashamira exits. Push the
crate to the left far enough to clear the other crates, then push it through the
door. Near the end of the pushing process, you will be shielded by the other
crates or by the wall, and the guards stop shooting at you.  Once you clear the
door you are safe, for a while. You need to find a way out of the enclosure.

Push the crate against the other nearby crates and climb all the way up to the
roof. Ashimira will follow you. Go jump on the lift platform. (That is, walk up
to it and tap space.) She will automatically hoist you up. Go across the roof
and
jump across the gap to the other roof, and touch the plank. The plank is now a
bridge. Go back to the two crates and cut the rope. Bring the crate (you can
only
move one of them) across the bridge and push it up against the abutment at the
far end, so you can climb onto the next roof. Touch the new plank and it makes a
bridge that is too short. Push the big crate onto the end of the plank to secure
it. Climb over the crate to the plank, jump to the gatehouse, and turn the
wheel.
Ashamira rides up. Get on the lift; she lowers you. Now go get the original
crate
you brought with you and put it on the lift. She brings you and the crate up.
Take the crate off the lift and turn the wheel again, to lower the lift and
bring
up the weight.  Put the crate on the counterweight and you all escape.

Episode Five: In the Rebel Camp

Go find the Tripodon. He won’t have anything to do with you because he is
thirsty. Fill your bucket with water and pour the water in the trough. Tripodon
is happy now, and will take you to the Rebel Camp. Talk to everyone. The
Tripodon-
keeper will tell you things, and give you a nip of Ash-Fire (moonshine in our
time) when you show him some cactus. Dahjaroun, the man working at a table is
suspicious of you, but he feels better after you recharge his wrist Jadgar. Talk
to him more, and he gives you a Sounding-Stick. Go into the big tent, and no
wonder Ashamira said she could help you find the arch. It’s in her tent, that
little vixen! Turns out she’s in charge around here. Talk to her, pick up the
salt gems, fire up the arch, and step through.

Episode Six: Watch your step!

No, Toto, this doesn’t quite look like Kansas; more like the Deadly Desert. You
need to cross this expanse. Use the Sounding Stick, and don’t ever step past the
area cleared by the stick. When you come to a canyon with a gravel floor, you
can
put away the stick.  Go to the rock wall with a hole in it, and observe the
Lemur
on the other side. You will need to crawl through the hole and deal with the
Lemur. Play your flute to calm him down.

Suggestion: The following scenes are difficult indeed. The first Lemur will be
charmed by the flute, but the second one, which you meet while trying to climb
the ledge, will attack you mercilessly, and you must kill him before he does you
in.  If you have not been using the hotkey feature yet, this is the time for it.
Put the flute on a hotkey, so you can get to it immediately. Put the wrist
Jadgar
on a hotkey as well. Remember: to play the flute, hit the hotkey, then the
space.
To fire the Wrist Jadgar, hit its hotkey, then the Ctrl. key. You can also put
spells on a hotkey, perhaps one to shield yourself, and one to slow down the
lemur. The invisible spell doesn’t fool them, nor does the Stop Time Spell have
any effect. You’ve heard of Shake ‘n Bake, or Surf ‘n Turf, right? Well, this is
Flute ‘n Shoot!

After you dispatch the nasty Lemur, you can climb over the next set of ledges.
Down to earth again, and look sharp! There is an object right there in the path,
but hard to see. The Shell of Time is good for restoring your Jad Garrыl. You
have two paths to choose: straight ahead into the mountain is a Lemurs’ Lair.
You
can flute the first three, but don’t dawdle. They will not only shoot at you,
they will cast a spell that drains you away. Watch out for a red glow that looks
like a funnel over your head. If that happens, escape to a saved game. If you
are
really agile, and not too close to the Lemur throwing a spell at you, you might
be able do dodge () left or right and not get hit. You can also run
(). You can use the counterspell that cancels out spells put on you, but
only if you survive long enough to use it.  I decided to kill the first two.
That
way you don’t have to deal with then on the way back out. You will come to a
chasm which is really an illusion. Fix the illusion with a spell, and you can
cross the bridge. Don’t take too long, the Lemur over your shoulder doesn’t stay
charmed forever. Past the chamber on the other side of the bridge, there will be
a cluster of crystals on the right side. Across from the crystals, there is an
alcove on the left which is difficult to see. Turn in there, and pick up the
Chronophore from the floor.

Go further and charm the last Lemur, the Old Woman of the Caverns. Charm her
again, go behind and steal the charged hourglass. Chances are, you will need to
use it on yourself just to survive the chapter. Charm her again, put the flute
away and talk. Note: be sure to continue the conversation (space) before she
finishes the first long speech. It helps to have the captions turned on. It
seems
if you allow her to finish her speech, you are unable to restart the
conversation. Keep talking to her until she gives you the Spectral Body Spell.
Then she won’t attack you when you leave. After you leave her, don’t return or
she will have a change of heart and throw a deadly spell at you.  If you left
any
Lemurs alive on the way in, the best technique is to run past them so quickly
they don’t have time to do you harm.  Whew!

Go down the canyon, charming the Lemurs on the way. Hop from rock to rock,
playing the flute in between each hop. Go to the far right to pick up the
crystal
flask. Be very careful to face the right way when jumping off this rock and the
next one. It is possible to fall into the chasm. You probably should shoot the
Lemur who attacks you. You can get past him by playing the flute between each
jump, but you need to be precise for each jump. It’s hard to make headway
because
you must be standing on exactly the right spot each time you want to hop. If you
have “been there and done that” enough times to memorize the route, you can make
it out of there solely on your charm.

Go to the end and climb down. Stay close to the wall, work your way around to
the
right in between two pillars and find another Shell of Time. Pick it up and
watch
the automatic sequence. If you get too close to the water before finding the
Shell, you can’t get back to it.

Episode Seven: Home again

You are an adult again. Cast the Veil of the Nautilus Spell on yourself as soon
as possible. The mermaids’ song will do you harm. Remember the Sirens of
mythology? Go the Mermaid in the center of the scene, show her the flask and
talk
to her. She will agree to help you, and gives you the Conch of Khronos. Take it
and watch the automatic sequence. You blow a note on the Conch, causing a wave.
It affects the guards, and the rebels are unhurt. The conch turns to sand, and
it’s time to go to work.

Episode Eight: Ready for Battle

Head for the temple. Suggestion: Save your game right before entering the
temple.
You will have a tough battle in there, and will want to practice your strategy.
Avoid the battles on the way through town.  Enter the temple, and vaporize the
Chronomancer as soon as possible. You will need to use the Chronophore on him.
If
you couldn’t find the one in the Lemurs’ cave, there is one on the far side of
the big altar in the temple. Cast Warp on yourself to become invisible, so you
can get to the Chronophore. He is tough to beat. One way is to stay invisible
until you can get right up close to him, and cast the Stop Time spell. Then
shoot. It is more effective to fire the Chronophore slowly and deliberately,
because each time you fire it, it discharges twice.
One thing to watch for, is when you enter the room, you can't see the
Chronomancer yet, but if you hear him cast a protective spell on himself (sounds
like drawing a sword) try again. You can't spell him if he's protected. After
the
Chronomancer is toast, you can relax until you leave the temple. Talk to the
Effahid. He happens to be the deaf guard from the sanctuary. He will give you
the
key to the red door, the same one where you needed the Seal before.  Walk around
to the far back of the room and try what looks like a back door. Something
strange here? Erase the illusion and get a charged hourglass for your efforts.
If
you were exploring carefully back in Episode One, you found this “strange” spot,
but couldn’t do anything about it. Or you might have found it in Episode Three,
when you had the ‘Eye’ spell.

Go to Vel Subek’s Sanctuary. You will need to get by the guard at the red door.
The same technique (invisible, stop-time, shoot) works pretty well. Inside the
walls are two more Shekandars who have nothing better to do than shoot at you.
If
you are invisible, and if you know the way, you can get past them into the
Sanctuary door unscathed. Vel Subek will talk to you and reveal something.  When
he is done talking, explore. You can find sand crystals, salt globes, an
hourglass, and if you position the stairs correctly, a “Vapor Thrower” on top of
the bookcase.
Go to the city gates and see the machine. Don’t step into it. Go back and see
Vel
Subek. He created the machine and will help you to destroy it.

Go back and approach the machine. Use your adjustable spanner to open the
central
panel of the machine. Pull out the middle cable, which releases Ashamira. Go to
the palace gates where you will find Ashamira engaged in battle with the guards.
She can’t quite pull it off without your help. Make yourself invisible, go up
the
steps and paralyze and shoot the guard who is not fighting. Then do the same
with
the other one.

Enter the throne room by pulling the levers together. Ashamira shows you how.
The
Heirarch is in there, and he is one tough dude. His only desire is to eliminate
you. It turns out the best way to get the better of him is the lesson you
learned
before. Run away from him, lurking in the shadows for a while. Ashamira will
fight him while protecting herself.  She keeps the Heirarch occupied while you
can sneak up and use the Chronophore. Three or four good shots should do it.
When
he vaporizes, you can relax for the time being. Pick up the black salt gem on
the
table, if you didn’t already get it while Ashamira was doing your dirty work. Go
into the sphere, where there is an unpleasant but harmless Lemur. If you try to
take the spells, he transports you out. Carry the flask with you, and the Lemur
is repelled. Two good spells: The Mermaids’ Song to cause your opponent to be
insane, (works on Lemurs) and the Chronomantic Armor to cancel spells cast by
your opponent.

Now to find Ulmoreth: he is trapped behind the secret door. Examine the four
statues with hourglasses. You need to activate them in the correct order. If
there has been a clue to the proper sequence, I haven’t recognized it. The order
is: woman, old man, child, Shekandar. The secret door will open. Go in and talk
to Ulmoreth, ultimately to exit and talk to Vel Subek. You will return to the
Mine-Monastery area.

Episode Nine: In the Mines

In The Mine:
The key lets you into the mine entrance. When you step forward, you see the
sequence with the Chronomancer woman and a worker, after which she attacks you
immediately. You must have a strategy in place. The new armor spell protects you
alright, but it only lasts two or three seconds, and costs a whopping two and a
half Jad Garrыl points. The stop-time also delays her, but not for long. It will
be a fight. My best results were this method: Save immediately inside the door,
before you take a step forward. Have the Armor spell ready to cast the second
the
movie ends (or if you escape it). It only lasts long enough to approach her. Use
the Stop-Time as soon as you can, followed by the De-Harmonize Spell. Then shoot
with the Chronophore. If you time everything optimally, you will only lose the
Jad Garrыl necessary for the spells, and keep all your sand. It’s worth
practicing this fight, because your resources are precious.

Don’t go look at the robot (you can see it in the movie, so you know where not
to
go.) Go to the controls, and the furthest one straight ahead gives you control
of
the robot. It is standing on the bridge and must be moved back. The control
nearest the entrance controls the bridge.  The middle one, which the woman
turned
off, is the power to the mine cars and lifts. We need to destroy the robot, so
do
this: back up the robot so it is not standing on the bridge. Retract the bridge.
Move the robot forward until it falls over the bridge into the mine. Turn the
power back on Put the bridge back and cross it, looking around to the left until
you find the lift. Take it downstairs, find the smashed robot, examine it and
retrieve the Disrupter. Talk to Semireth. He gives you a clue how to get to the
Monastery.

Take the lift up to the third level, with the disrupter ready. Use it
immediately
on the robot so it doesn’t attack. Go across to the controls, put the robot on
the lift, and take it back to the second floor. Now exit the lift to your right,
find the gap in the guard rail, and wait for a conveyor. Hop on, and ride to the
third floor. (Don’t forget to turn toward the floor) Jump off, control the robot
to push the mine car.

Call the lift with the red button and take it to the bottom floor. Take a
conveyor to the second floor and jump into the mine car. (Don’t forget to turn
toward the car.)

In The Monastery:
You will ride to the salt processing room. Go around the stairs to the control
station. Zap the warrior before he gets to you. Play with the control stations.
The one straight in from the door only arouses your curiosity. The one to your
left is a surveillance station, and gives you more views than you have had
before. Be sure to watch carefully when Tetradon controls the robot. The one to
your back is the control for the transporter maze. Activate it to repair the Web
of Time. If you have observed the maze carefully, you found that it is
constructed in the shape of a nautilus. The maze is rebuilt, and Ashamira and
the
Rebels cross the maze. A Time Wave occurs and you are old.

You can pick up another Salt Gem before you leave the processing room. Go back
to
the Chronomancer’s room, and walk into one of the transporter beams. You are
challenged to a duel where all your weapons are deactivated, and you must use
only spells to fight. You should get the first shot. Stop-time him ASAP, put on
your armor, and deharmonize him. It is possible to survive with your powers
intact.

After this battle, go up the stairs into the control pulpit and take control of
the robot. Deharmonize the guards if you can, and fight the other robot. Both
robots blow up.

Go to the organ room, where the guards used to be. You enter, and see Tetradon
control a flying robot to entrap Ulmoreth. You step forward, and Tetradon traps
Ashamira. You must find the controls to the robot. Go straight ahead, through
the
area where Tetradon’s pulpit is, and run around the metal catwalk until you find
the entrance to the room where the Shekandar is apparently controlling the
robot.
Deharmonize him. In each of the four corners there is a robot control. You must
get to each corner and activate the lever without getting hit by the robot’s
ray.
Creep along the walls. The sequence is unimportant. The robot is finished, and
Tetradon reappears. Armor yourself before he attacks you and go to Ulmoreth’s
trap and turn the wheel to free him. () When you release
Ulmoreth, Tetradon hides in a secret room and you will have to figure out how to
open the passage to the room. The key is playing notes on the “organ” in the
correct sequence.

Go to the circular area across from the robot control room.  The three levers
control the organ’s functions. The keyboards are the big semicircles. Don’t
worry, you don’t need to play Amazing Grace here; just five notes in the right
order.  Do this: as you approach the organ area, the three control levers are
all
up. Put the center one and the right one down. Then, let’s call the right
semicircle A and the left one B. Go to the right half of A (closest to you) and
play the note once. Go to the left half of A and play the note once. Turn around
and go to the left half of the B side (again, closest to you) and play the note
twice. Then to the right half of B and play once. The door should open. If you
goof up, start over by cycling the control levers.

Inside the room is an arch, decorated with eleven pyramid-shaped holes. Around
the perimeter of the room are fourteen busts with pyramids above. Therefore,
three must be traps. To place a pyramid in the arch, just go touch it. To avoid
being injured by the traps, protect yourself with the Spectral Body spell.
Activate the arch by going around the back side of it and casting the arch
spell.
You are back on the beach.

Episode Ten: Watch your Back

Talk to the Mermaid. She gives you the Foam Key and some advice, and leaves with
Ulmoreth. Before you leave, be sure you have filled the flask with water. The
place to get it is on the far right, right at the edge of the water. Pick up the
Shell of Time.

Go through the pillars. You and Ashamira are in a cavern. Right behind you is
another Shell of Time. Explore the perimeter until you find a stone lever in the
wall, just to the left of the stairs. When you approach the stairs, Tetradon
appears, and Ashamira is cornered by a pair of Lemurs. Tetradon wants that key.
Give it to him. Unfortunately, he uses it in the wrong keyhole, and joins the
Sands of Time.

[A brief note about a glitch: If you repeat the above sequence more than two or
three times, the game may lock up. Tetradon won’t respond when you try to give
him the key. If that happens, quit and restart. You may have to reboot.]

You need to operate the lever, closing one-quarter of the door to the Lemurs’
nest. You also need to survive. For safety, you can always run up the steps into
the pillars. They can’t get to you there. It gives you time to prepare. Don’t
take too long, new Lemurs keep appearing. From your safe place, you can throw a
Mermaid spell at a Lemur, confusing him. You can cast Spectral on yourself,
making it easier to get to the next lever. If they put you into slow motion or
cast the Grip of Khronos, you need the Counterspell handy. Put it on a hotkey,
so
you can make it back to the pillars. There is a Shell of Time behind the
pillars.
You must close all four levers.

If you wish, you can fight the Lemurs at any time. If you destroy them, Ashamira
can accompany you. If she goes with you, she will die in the next episode
anyway.
So if you wish, you can just abandon her here. Your choice.

In the pillars, use the Nautilus to discover the correct keyhole. Retrieve the
Foam Key that Tetradon left in the wrong keyhole. Use it on the proper one and
be
transported to the Sanctuary of Khronos.

Episode Eleven: The Final Conflict

There is a Shell of Time on the barrel. Examine the clock with the quartz hand.
Go up the platform to inspect the Chronoeider. Tetradon Logor Shar is back, in
the form of a Lemur. He is not in the best of moods. When he starts to attack
you, run back to the clock, and take the hand. (You cannot take it until the
fighting begins.) You automatically throw it at him, causing him to labor in
slow
motion for a while. Attack Logar Shar and Deharmonize him. Be sure your health
is
strong before you begin. You will need all your resources. The Chronophore is
the
weapon of choice.

When Logor Shar evaporates, stand still and restore your well-being. When you
move back to the Chronoeider, Khronos himself appears. After a dialog, you are
invited to destroy Khronos in order to save the Universe. Khronos is easily
defeated, he has no power, but the Chronoeider tries to defend him. The fight is
easily won, and you return to your original world in the closing movie.  A job
well Done!

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