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Читы для Timelapse

Чит-файл для Timelapse


 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:GTE Entertainment
Издатель:GTE Entertainment
Модель распространения:розничная продажа
Жанры:Adventure / Logic (Puzzle)
Похожие игры:Myst, Riven: The Sequel to Myst

Даты выхода игры

вышла 30 сентября 1996 г.

Solution [ENG]

Информация актуальна для

   Timelapse is definitely one of the better adventure games released in
   recent months. Large in scope, it contains several diverse and
   detailed environments that are a real pleasure to experience. Its
   playability is reminiscent of two all-time favorites from Sanctuary
   Woods, Buried in Time and The Riddle of Master Lu, from both of which
   Timelapse borrows some concepts.

   Puzzles are well-integrated into the overall storyline, which is fully
   fleshed out with background material available in the Professor's
   journals and in other areas of the game (notably Atlantis). The
   puzzles tend to be more abstract than the standard
   inventory-manipulation types often seen in adventure games. Their
   level of complexity seems just about ideal - not so easy as to lack a
   challenge or sense of accomplishment, but neither unreasonably
   difficult. In most cases, the game challenges "play fair" - solutions
   are logical and usually involve objects close at hand. This latter
   characteristic is particularly enjoyable since a lot of repetitive
   wandering and pixel-searching can be avoided. Only a couple of the
   puzzles involve arcade-style dexterity or a time limit for solution.

   Gameplay is fairly nonlinear - typically several goals must be
   completed in each age and often there is some flexibility as to their
   order. Like Myst, the ages themselves can be completed in any order,
   but the writings in the Professor's journals do suggest a "natural"
   sequence. Once an age has been completed, it cannot be revisited, so
   in a sense Timelapse consists of several independent sub-games. Four
   ages must be completed before the final game sequence can begin.

   Graphics are pretty good, but many scenes seem a bit on the blocky
   side. The sheer number of views that needed to be rendered for this
   large game may have limited the number of polygons used. However, many
   of these views seem somewhat redundant and gameplay often requires
   passing through a lot of intermediate nodes in order to reach the next
   decision point. In a few areas of the game, a "hyperlink" feature is
   available to bypass these intermediate nodes, but an optional "zoom"
   feature such as that available in Myst would have been more
   universally useful. Additional shading and/or shadowing would have
   given better depth to a number of scenes that appeared rather flat, in
   some cases making it difficult to sense directions for movement.
   Overall, however, it is easy to become immersed in the various ages
   due to their layout and particularly to the sound effects, which are
   excellent. In addition, there are frequent spots throughout the game,
   particularly in the Anasazi world, where small animations of animals
   can be seen, adding a really nice touch of realism to the game.

   The game has two serious flaws. The first, and more annoying, is the
   requirement to re-insert CD #1 whenever the game is restarted. An
   introductory playback that is optional and user-selectable might have
   kept the initial sequence small enough to be repeated on each CD. The
   second is a failure to parity-check a randomized sliding-piece puzzle
   in the Mayan world, causing half of all configurations to be
   unsolvable (which often cannot be detected until the puzzle is nearly

   Live-action acting is very good overall, with the exception of a
   rather amateurish performance by the actor protraying Professor

   The background music is adequate, not particularly noteworthy except
   for a really outstanding music-and-vocals piece that is played in the
   Storyteller Cave.

   The user interface is just about as close to perfection as possible,
   using keyboard arrow keys (or mouse) for movement, combined with a
   Myst-like mouse cursor for exploration and object manipulation. A
   rosette of available movement directions is displayed when the arrow
   keys are being used, but disappears once the mouse is used for
   movement. This arrangement is reminiscent of that used in Sanctuary
   Woods' The Journeyman Project and Buried in Time, but avoids
   cluttering up the screen with extraneous items and graphics. A single
   item may be carried around as inventory. A control menu is turned on
   or off with a simple press of the spacebar. Saved games are file-based
   and unlimited in number, and thankfully include an overwrite warning.
   There are a few places in the game where you can be "killed", but at
   these points the screen is merely blanked and you are returned to the
   game, definitely a plus for those of us that have been burned in the
   past by not saving our games often enough.

   Overall, Timelapse is a very enjoyable adventure game experience.


Walkthrough Abbreviations

   F: Forward (Fn for n repetitions)
   L: Left
   R: Right
   B: Back out (down arrow)
   L and R perform turnarounds whenever they're unavailable as possible
   directions for movement
   Keyboard arrow keys may be "preloaded" in the type-ahead buffer for
   fastest game movement
   Press Esc to skip the game introduction and video sequences, or to
   exit game credits


Easter Island

   After watching the game introduction, you find yourself on a rocky
   hilltop of Easter Island. From your initial position facing the rocks
   covered with glyphs, move R F2 R F and pick up Professor Nichols'
   camera. The camera can be used to capture up to 36 partial screen
   shots during gameplay, and comes in very handy since many puzzles in
   Timelapse have graphic clues.

   Move B R F2 L F5 R F. Pick up the Professor's journal at the base of
   the statue. Be sure to read it for clues and background information
   while playing the game.

   Move B L F4 L F7 R F4 L F5 R F2 R down to the triplet of stone statues
   (moai) on the beach (note the crabs animation, a nice touch). While
   facing each of the three statues, note the carved symbol on its base,
   zoom in on the statue and touch its chest to disclose another symbol:

    Beach Moai Symbols

   Turn right from the leftmost statue and move F15 to the table in the
   Professor's camp. Drag a piece of paper from the right over the
   rongo-rongo board, then use the white pencil to make a tracing of the
   three pairs of symbols on the board:

    Rongo-rongo Board Symbols

   Move B2 R F to the other camp table (note the game designers' names on
   the candy wrappers). Pick up and read the directions for lighting the
    1. Pump the tank 10 times using the TANK PUMP
    2. Turn the (L-shaped) PRIMER VALVE to the UP position
    3. Open the (circular) GAS KNOB to the UP position
    4. CAREFULLY light the MANTLE with a lighted MATCH
    5. Once the lantern starts up, turn the PRIMER VALVE to the DOWN

   Pick up the box of safety matches from the table and move B R F L F2 R
   F17 to the cave entrance.

   Click on the lantern and follow the above instructions to light it (if
   you make a mistake, you'll have to return to the camp table to get
   more matches). Move B F13 L F3 L F to the stone head in the cave.
   Click on its face to cause its lower jaw to melt into molten lava (one
   of many excellent morphing sequences in the game). Cool the molten
   head on the lava "tongue" by clicking on the bowl-shaped gray rock at
   upper center. Pick up the cooled head before it heats up again, and
   make a note of the symbol shown in the large head's eye sockets. Move
   B R2 F to the three statues. By referring to the paired symbols seen
   previously, determine the statue symbol associated with the
   eye-socket symbol and place the stone head you're carrying onto the
   corresponding statue hand. If you choose incorrectly, the stone head
   will disintegrate and you will have to obtain it again from the lava
   flow. Repeat the procedure for five more eye-socket symbols in the
   lava-flow head. The symbol sequence can be moved up or down by
   clicking in the left or right eye socket. When completed, the head
   arrangement will be:

    Stone Head Arrangement

   Move B L F and click on the now-glowing eyes of the face in the cave
   wall to open an entrance to the time portal. Move F7 and listen to the
   Professor's message. After he finishes, wait a few moments for a
   second message to start. At this point it's possible to visit any of
   three worlds: Egyptian, Mayan or Anasazi. To follow the Professor's
   path, press the brown scarab beetle button at far left, then click on
   the animation in the crystal ball to be transported to the Egyptian


Egyptian World

   There is a separate section in the Professor's journal for each world
   you visit in Timelapse, so be sure to consult it on arrival in a new
   world (or later if you prefer discovering things on your own).

   Your first task will be to release the barge and traverse the Nile.
   Examination of the dock area shows that the release mechanism is
   controlled by a system of water weights, ropes and pulleys. The
   sequence required to release the barge is suggested by a diagram in
   Entry 4 of the Professor's journal:

    Barge Release Sequence

   From your initial arrival in the Egyptian world, move F7 R F L and
   click on the hanging basket exactly four times to fill the stone
   cistern. Move L F R F R F2 and observe that the cistern is completely
   filled. Move B2 L F R F and touch the pulley lever overhead to align
   the well bucket with the cistern outflow pipe. Click on the gray lever
   to empty the cistern water into the bucket hanging in the well and
   notice how the tension increases on the rope. Move B R F2 L F L and
   click on the hanging basket exactly two times. Move L F R F2 R F and
   again click on the gray lever to add water to the well bucket. Moving
   F, you'll see that the bucket is now completely filled and slightly
   tilted. Back out and return the pulley lever to its vertical position.
   Move B L F R F3 L F to the dock release lever. Drag this lever to the
   left to open the dock and release the barge.

   Move L F R F R F3 to cross the river in the barge (the Esc key can be
   used to skip the animation, if desired). Move L F L2 and pick up the
   spear from the dock. Move R2 F to face the crocodile guarding the dock
   temple. Wait until the crocodile moves his head to your left, then use
   the spear to jab at its pale neck area. After several stabs to this
   area, you will vanquish the crocodile.

   Move F5 R F3 into the temple embalming room. Open the chest and read
   each of the nine scrolls, noting the references to Egyptian gods and
   particularly to the Mirror of Hathor:

   GodAnimal KnummGoat SebekCrocodile BastetCat HorusHawk AnubisDog
   OsirisPharoah ThothIbis SetHorned One

   Move B2 R F L F to the standing statue. Open the compartment and read
   the tenth scroll:

    Standing Statue Scroll

   Take a picture of the scroll with your camera as the information on it
   will be needed later. Move B2 L F L F4 L F into the temple storeroom.
   Click on the dog statue to hear the intonation

     Seeeeek the Tablet

   This surely must be a clue! Next, move F L F to the fruit baskets.
   Pick up the mirror from one of the baskets, back out and use it on the
   wall ahead to disclose a warning about trying to take the mirror out
   of the temple storeroom. Move R and use the mirror on the six jars at
   this end of the storeroom. In the second one from the right, the
   mirror discloses a hidden scarab-shaped key; take it. Move R and use
   the scarab key to unlock the chest. Then move F and open the chest.
   Check out those cursor-tracking eyes!

   The tablet in the chest defines values for each element of the
   Egyptian number system by referring to specific objects in the temple

    Egyptian Tablet

   The numbers are translated by counting the quantity of objects in the
   temple storeroom and embalming room:

     * 9 knives in a chest in the embalming room
     * 4 arrows lying on a mat in the storeroom
     * 2 tables in the embalming room
     * 7 blue ewers in the embalming room
     * 3 chests in both rooms (tablet, scrolls, knives)
     * 10 scrolls in the embalming room (9 in the chest and one in the
       base of the standing statue)
     * 6 spears in the storeroom
     * 8 jars in the storeroom (6 in the back and one on each side)
     * 5 baskets in the storeroom
     * 1 sarcophagus in the embalming room

   The resulting translation is

    Egyptian Number System

   Next, refer to Entry 30 in the Professor's journal (25 mouse clicks),
   where he refers to Deren's Egyptian religious saying:

     "Precede the gods, and things will
     be subtracted from you. Follow the
     gods, and things will be surely added
     onto you."

   This note refers to the information obtained earlier in the standing
   statue, which together with knowledge of the Egyptian number system
   can be translated into a numeric adjustment for each of the Egyptian

   GodAnimalNumeric Adjustment KnummGoatAdd 4 SebekCrocodileSubtract 1
   BastetCatSubtract 8 HorusHawkAdd 4 AnubisDogSubtract 2
   OsirisPharoahSubtract 1 ThothIbisAdd 1 SetHorned OneAdd 2

   In the center area of the dock temple, find the sparking electrical
   display on one of the columns. Press the lowest of the three buttons
   on the panel to send power to the crystal statue at the back of the
   temple. Move F L F2 to the statue. Drag the crystal ball around the
   perimeter of the statue to disclose a sign for each of the Egyptian

    Egyptian God Signs

   Next, move B L F L F L back to the power panel. Press the middle
   button to provide power to a staircase that will be encountered later.
   Exit the temple to the marble walkway behind it by moving R F3 R F R
   F2 R F2 L F2 R. On the black obelisk, note the glowing numeric symbol
   associated with the crocodile god Sebek. Examine the other seven
   obelisks along the walkway to derive numeric values for the other
   Egyptian gods, and apply the numeric adjustments from the table above:

        Bastet          W       Anubis
        Osiris          L       Horus
        Set             W       Knumm
        Thoth           Y       Sebek

                   Dock Temple

   GodAnimalInitial Value Adjusted Value KnummGoat43 SebekCrocodile59
   BastetCat37 HorusHawk108 AnubisDog91 OsirisPharoah76 ThothIbis810
   SetHorned One12

   Continue into the crystal room at the end of the walkway. Here you
   will find eight crystals corresponding in relative position to the
   eight obelisks along the marble walkway. Zoom in on each crystal and
   set the animal symbol (top), adjusted numeric value (middle) and sign
   (bottom) for each of the Egyptian gods using the Animal Table,
   Adjusted Value Table, Egyptian number system and Egyptian god signs
   given above. When each crystal has been correctly configured, the
   corresponding miniature in the raised pool at the back of the crystal
   room will glow.

   Alternatively, you can use the following table showing the mouse
   clicks required for each crystal, starting from the initial positions
   they're in when you first enter the crystal room:

        (1,0,2)                 (7,10,6)
        (7,8,7)                 (5,3,9)
        (4,6,0)                 (7,11,9)
        (7,2,10)                (2,6,1)

Notation: (x,y,z) means click the top symbol x times (sequence repeats
          after 8 clicks), click the middle symbol y times (sequence
          repeats after 13 clicks) and click the bottom symbol z times
          (sequence repeats after 11 clicks).

   Click on the pool at the back of the crystal room and pick up the red
   crystal. Move B F5 to the cobra blocking the passageway. Give the red
   crystal to the snake and it'll disappear. Move F9 and drop the red
   crystal into the blue-green pool. After you've finished watching the
   Yul Brynner impression, back out twice from the pool and press the
   small square staircase symbol on the column. Since you've already
   routed electrical power to this section of the temple complex, a
   spiral staircase opens. Move F R F6 R F10 R (past the Guardian
   apparition) and click on the chutes-and-ladders game rules on the

   To play the game, move B F and roll the tetrahedron-shaped die. Your
   ankh is the red one; to win the game you must reach the final golden
   square (by exact count) before your blue opponent does. It's usually a
   better strategy to give up gems rather than accepting a position
   penalty from a snake, but to do so you must quickly drag one of your
   red gems on the wall to the right side where your opponent's blue gems
   are stored. Be sure to accurately position your gem into one of your
   opponent's open holes, or else the snake will knock you back. There is
   no click-ahead buffer for this game, as there is, for example, when
   reading the Professor's journal. Also note that the game is completely
   reset if you back out from it.

   On completion of the game, you'll hear a short musical tone. Pick up
   the light-blue eye symbol from the wall. Move B L2 F and put the eye
   symbol next to its mate on the cabinet door. Open the cabinet and move
   F2 to bring up the pyramid lock combination diagram:

    Pyramid Lock Diagram

   Note that the diagram also includes a triangular representation of a
   pyramid (not shown above), matching one seen on the power panel
   buttons. Counting the symbols in the columns on the diagram, you'll

           3              10               9               4
        symbols         symbols         symbols         symbols

   Back out from the diagram and click on the gene pod lying in the gray
   receptacle. After watching the video sequence, move B3 L F and click
   on the rotating blue spot to watch another video sequence. Move F10 L
   F6 L F17 to exit the crystal room. Use the hyperlink icon to zoom to
   the dock temple, then move R F2 L F2 L F L F3 R to the power panel.
   Click on the upper, triangular button to send power up the river to
   the pyramid above the dock area.

   Move F R F6 L F to return to the dock area. Move B2 R F R F2 L F10 R
   F8 L F4 to reach the pyramid combination lock. Using the Egyptian
   number system diagram, drag the tumblers to enter the combination
   (3,10,9,4) that you found by counting symbols on the diagram in the
   cabinet. When correctly configured, the combination lock will show

    Pyramid Combination Lock

   Click on the triangle at left to open the lock. Move F11 to enter the
   time portal. Watch the movie of Professor Nichols, then wait a few
   moments and watch a second one. At this point it's possible to visit
   either the Mayan or the Anasazi world; we'll go to the Mayan world
   next. Press the green lizard button second from the right, then click
   on the animation in the crystal ball to be transported to the Mayan


Mayan World

   From your initial position on the beach, move R F4 R and click on the
   sea monster's head. Pick up the carved egg and move B L F5 L F5 R F14
   to the steaming platform in the pool. Place the carved egg onto the
   platform and it will change into a chameleon. Click on the chameleon
   to play three rounds of a color-sequence/music-tone memory game
   (randomized for each game and each round). Move F4 into the Castillo

   Move R F to face an arithmetic puzzle on the temple wall. If a dot
   represents one and a horizontal bar represents five, then the matrix
   of twelve buttons can be thought of as

   131412 20 289 1 211322 23

   The trick to solving this puzzle is to see it as four vertical
   addition problems, out of alignment. Click on the buttons in this
   order to solve the puzzle:

   147 10 1125 8 3912 6

   When the puzzle is solved, a lever is exposed in the column to the
   left; click on it and move L F to the now-activated stela control
   mechanism. Drag the crystal ball one position to the right to morph
   the alien head into a skull. Move B L F L F4 and hyperlink to the
   spider stela (see map) down near the water. Move R to the skull stela
   and click on the lighted blue skull. This in turn lights up three
   Mayan calendar symbols:

    Skull Stela Symbols

   Move R, hyperlink to the monkey stela, move L, hyperlink to the snake
   stela, move R, hyperlink to the Castillo temple, and move F5 R F R to
   the Mayan calendar. The calendar consists of three rings: the left
   inner ring nested inside the left outer ring, and a right ring. Each
   ring can be turned either clockwise or counterclockwise by dragging
   the mouse cursor over it. In each case, the position of other rings
   may be affected when one ring is turned:

     * Turning the left inner ring turns the left outer ring in the same

     * Turning the left outer ring turns the left inner ring in the same
       direction and turns the right ring in the opposite direction.

     * Turning the right ring turns the left inner ring in the same

   Also, the rings themselves have varying numbers of symbols on them: 8
   for the left inner ring, 12 for the left outer ring and 16 for the
   right ring. Armed with this information, it's possible to come up with
   a guaranteed strategy for aligning any combination of symbols:
    1. Turn the left inner ring in either direction to bring the target
       left inner ring symbol into position.

    2. Use move pairs

     Turn left inner ring clockwise, then
     turn right ring counterclockwise
   to bring the target left outer ring symbol into alignment with the
       left inner ring symbol.

    3. Use move pairs

     Turn left inner ring clockwise, then
     turn left outer ring counterclockwise
   to bring the target right ring symbol into alignment with the other
       two target symbols.

   When all three target symbols are aligned, a bright musical chord
   plays and the corresponding temple shown on the map below is unlocked.

   Starting with the stela control mechanism, repeat the above procedure
   for the monkey temple:

    Monkey Stela Symbols

   for the jaguar temple:

    Jaguar Stela Symbols

   and for the lizard temple:

    Lizard Stela Symbols

    Mayan World Map

   From the Mayan calendar, move R F R F2 R F2 R and note that all four
   temple access symbols are now lit up on the frieze in the crystal
   skull alcove. Move R F2 R F13 R F8 R into the skull temple.

  Skull Temple

   The challenge here is to reassemble the skeleton. However, clicking on
   any joint to reposition a previously-placed bone causes all bones to
   drop and the puzzle to restart, as does placing certain bones from the
   wrong skeleton (there are more loose bones than needed for one
   skeleton). One aid to solving the problem is knowing how the skeleton
   should look when it's finished:

    Skull Temple Skeleton

   Obviously, a humerus must be placed before its radius and ulna, a
   femur before its fibula and tibia, etc. Also note that the skeleton's
   left femur is broken and must be reassembled using two pieces, as is
   its right humerus. In these cases, be sure the edges of the broken
   bones match up. The skeleton's right fibula, tibia and foot can be
   placed as a single unit, as can its left radius, ulna and hand.
   However, the skeleton's right radius and ulna must be placed
   individually, creating sort of an "X" arrangement. The hand with a
   single arm bone attached to it is not used. Generally, bones on the
   skeleton's left side have a slightly more brownish color than the ones
   on its right. When the skeleton is complete, the extra unused bones
   will disappear.

   Remove the green crystal ball from the skeleton's mouth, move L2 and
   place it in the center of the circular wall design. After the movie is
   done playing, note the two Mayan figures now visible in the wall

  Monkey Temple

   Move L F15 L F3 and click on the monkey skull to activate the
   PacMan-like game in the monkey temple. Move L F to start the game.

   The object is to move your green spider to the blue crystal at the
   bottom of the maze, while avoiding the red spiders in the narrower
   passages (relatively easy to do since their movements are
   predictable). Several areas in the game are isolated from one another,
   so most of the time you're just trying to move from an entrance hole
   to an exit hole. As in most of the puzzles in Timelapse, you can save
   your game after part of the puzzle has been solved, which avoids
   having to start over completely if something goes wrong. With this
   feature, even the most difficult puzzles can be solved incrementally.

   Once you've got the blue crystal, move B L F4 to the monkey wall
   design. Put the blue crystal in its center. After the movie is done
   playing, again note two Mayan figures now visible in the wall design.

  Jaguar Temple

   Move R2 F L F7 L F2 R F L F9 R F up the stairs into the jaguar temple.
   Note the arrangement of colors in the circular design on the wall:

        Red             Yellow

   Move B R F L F and note the arrangement of four yellow symbols
   surrounding the jaguar picture on the wall. Move F and set up these
   symbols in the segmented circle, using the four-color scheme above.
   When the correct arrangement is selected, the cylinder opens up and
   you can pick up a golden jaguar head.

   Move B2 L F L F and melt the jaguar head over the fire. Cool the mold
   with blood from the small gray container. Move F and wait about 70
   seconds for the gold heart to cool enough to pick up (or you can use
   this time to further explore the temple). Move B2 R2. Put the heart
   into the the pot of blood on the green statue; pick up the red
   crystal. Move R F R and place the red crystal into the center of the
   circular wall design. After the movie is done playing, note the two
   Mayan figures now visible in the wall design.

  Lower Temple and Jungle

   Move L F8 R F R F13 R F into the lower temple. The
   scissors-paper-stone game must be won before the chasm bridge can be

     * Frog beats spider
     * Spider beats scorpion
     * Scorpion beats frog
     * Like choices tie

   You must win three rounds of the game before your opponent does. Each
   round is won by the first side to win three encounters. Your opponent
   seems to adapt to your prior gameplay, so one strategy is to pick your
   choices for each encounter on a purely random basis and save your game
   after winning each round.

   Back out from the game and watch the chasm bridge raise up. Move F30 L
   and pick up the orange gem from the pink plant on the tree branch.
   Move L F and put the gem into the right-hand eye socket of the statue.
   Move R and wait a few seconds for the spider to drop down; pick up the
   green gem in the center of the web. Move L and put the gem into the
   left-hand eye socket. Push on the right socket and take the machete
   from the mouth of the statue. Click on the machete four times to chop
   down all the brown vines immediately to the right of the statue.

  Lizard Temple

   Move F26 R F3 and click on the gray bowl to pick up a cracked red
   heart. Move B F R and pick up the codex page on the floor next to the
   potted plant. By referring to the faces shown in Entry 39 of the
   Professor's journal (34 mouse clicks):

    Mayan Number Symbols

   and the previously-discovered number notation, the codex page can be
   translated into negative (black) and positive (red) numbers:

        -5  +4  -5
        -5  +4  -6
        -6  +5  +5
        -8  -8  +5
        +8  +8  +5
        +5  -8  -6
        +8  +4  +8

   Return the codex page to the floor and move R F7 R. Put the cracked
   heart into the yellow bowl to activate the crocodile/tree puzzle.

   Move F. The object of the puzzle is to light up each of 22 positions
   on the double pyramid, while using the moves indicated by the skulls.
   This problem would be extremely difficult to solve without the aid of
   a computer (and several hours of CPU time); fortunately, a solution
   was seen on the codex page. Click on the left (positive) and right
   (negative) skulls in the left-to-right order shown on the codex
   translation above, and pick up a golden salamander. Move B L F. Open
   the floor hatch and place the golden salamander into its receptacle.
   Move B F12 L F9 L into the lower temple region. Pick up the Mayan gene
   pod. After the movie sequence completes, pick up the axe.
   Unfortunately, the green storage unit acts like a counterbalance and
   since the gene pod and axe have been removed from it, stalactites have
   lowered from the ceiling blocking your exit. You will need to find the
   correct combination of bones and debris from the floor to place on top
   of the green storage unit to cause it to be depressed the correct
   amount, releasing the stalactites and allowing you to leave. Of the
   256 possibilities, the correct combination of objects is: all four
   skulls, plus the flat brown piece.

   Move L F9 L F2 to another passageway blocked by stalactites. Click on
   the axe-shaped depression in the wall and listen to the tones. If the
   notes range from 1 (low) at left, to 5 (high) at right, the tunelet
   played is

        5 3 4 2 2 5 5 1

   Match these tones by using the skull axe on the five stalactites, and
   the doorway will open.

   Move F4 to the tomb. You need to get the yellow crystal ball from the
   hand of the skeleton, but he just doesn't want to let go! While
   holding down the mouse key, rapidly move the cursor up and down over
   the skeleton's hand until you've tugged the ball free (amidst a
   particularly juicy sound effect).

   Move B R2 F24 to the circular wall design. Place the yellow crystal
   into the center of it. After the movie finishes playing, note the two
   Mayan figures now visible in the wall design.

   Move R2 F4 L F26 R2 and press the green eye of the jungle statue to
   avoid being killed by a poison dart as you move to the left. From a
   position facing the statue, move L F12 L and pick up the purple gem
   hidden in the base of the tree fern. Move R F10 to the sun temple

  Sun Temple

   Place the purple gem into the center of the design that holds each of
   the four crystals you've previously found.

   Move F5 to the sun temple sliding-piece puzzle. This puzzle randomizes
   each time you move to it, so no closed-form solution is possible. The
   puzzle pieces are from the four temple designs discovered previously;
   each design occupies a 2 x 2 subsection of the puzzle and must be
   completed in the following arrangement:

    Sliding-Piece Puzzle Solution

   By examining the puzzle, you should be able to figure out which of the
   four temple designs is missing a piece, corresponding to the open
   square in the puzzle. Obviously, that temple design must be completed

   Once a 2 x 2 temple subsection is completed, its design "freezes",
   making the occupied squares inaccessible during further work on the
   puzzle. As a result, a good strategy is to concentrate on configuring
   the first 4-element row and first 4-element column of the puzzle
   before completing any 2 x 2 subsection (as long as this is not where
   the missing piece is).

   Many configurations are impossible to solve, for example,

    Impossible Sun Temple Puzzle

   The frequency of these outcomes indicates that the Timelapse game
   software is not checking the puzzle randomizations for basic parity;
   consequently, half of all starting positions will be unsolvable. In
   these cases, it will be necessary to restart the puzzle from the

   Once the sliding-piece puzzle has been solved, move F9 into the time
   portal. Watch the movie of the Professor, then wait a few moments and
   watch a second one. Press the blue insect button second from the left,
   then click on the animation in the crystal ball to be transported to
   the Anasazi world.


Anasazi World

   From your initial position on the cliff, move R F4 and pick up the log
   lying on the ground. Move B R2 F3 L F5 to the chasm (if you zoomed in
   on the gray rock bulge, you're too close). Place the log across the
   chasm and move F16 to the calendar control lever. From the Professor's
   journal, note that the calendar has a setting for each of the cardinal
   compass points, selected by the lever:


                East            North

        West                            South

   The Anasazi world has a challenge to solve for each of these compass
   settings, and each challenge has an associated animal that will appear
   when the calendar lever setting is selected.


   Drag the lever to the East position; if desired, you can confirm the
   sun shadow by moving F2. From a position facing the calendar lever,
   move B R F9 R F R F10 L and pick up the stick at the end of the road.
   Make your way toward the East sun spiral shown on the map in the
   Professor's journal:

    Anasazi World Map

   As you progress up the canyon, you'll follow a friendly gray squirrel,
   the animal associated with the East challenge. About halfway up,
   you'll see a nest of bees in a dead tree trunk; use your stick to get
   a bit of honey on its end. Continue on up to the end of the path,
   where you'll discover a golden acorn trapped in a rock crevice. You'll
   have no trouble recovering the acorn using the stick tipped with
   sticky honey.

   Take the acorn back to the end of the road, where you found the stick,
   and place it into the depression in the rock. Move F3 into the cave
   and pick up a safety match from the box in the basket (seems a bit out
   of place or time, doesn't it?). Move B2 R and ignite the match by
   quickly passing it over the flat rock with the vertical slit in it.
   Then immediately use it to light the pile of twigs next to the rock.
   If you turn around, you'll see an important Anasazi symbol projected
   onto the cave wall.


   Using the Anasazi map, return to the calendar control lever and set it
   for South. From your position facing the calendar lever, move B R F9 R
   F R F4 R F5 and pick up some arrowheads on the ground to the right of
   the path. Continue F6 L and watch the animation of a hawk flying
   through a hole in a canyon rock spire. Move F to the mounted bow and
   touch the bowstring to load a blunt arrow. Find the arrowheads you're
   carrying at the lower right of the game window. Load only the first
   (smallest) of these arrowheads (two remain, but won't be needed). Save
   your game at this point.

   Your goal is to shoot the arrow through the same rock spire hole that
   the hawk flew through. A sweet spot obviously exists for a successful
   shoot, but there is some evidence that its location may be randomized
   between different games. However, if you need to restore your
   just-saved game, the sweet spot should be consistent, so the problem
   is to find the aiming point for your particular game.

   We found best results were obtained by using only the first (smallest)
   of the arrowheads. The other ones vary in size, and so require
   different aiming positions for the point of the arrowhead. The other
   two arrowheads also seem to vary in weight, affecting their flight
   characteristics. We found the best bow position was set up by dragging
   the mouse to pull the string all the way back, then up one position.

   All that remains is to drag the mouse laterally, without releasing the
   mouse button, to correctly position the arrowhead point. In several
   games, the sweet spot was somewhat to the left of the short horizontal
   black line on the target rock spire. In some games, this spot was
   immediately to the left of the line, in others it was as far as
   halfway to the edge of the rock spire. Your mileage may vary.

   If you miss, restore your game and try again until you get the aim
   just right. Carefully watch the arrow strike point for clues on how to
   adjust the aim. When you get the arrow to fly through the hole, you'll
   hear a voice say

     "Success! You are a skilled warrior"

   and a sound of rock sliding. Move B R2 F3 R F3 and listen to the sound
   of thunder while watching an animation of stampeding buffalo.


   Using the Anasazi map, return to the calendar control lever and set it
   for West. From your position facing the calendar lever, move B R F9 R
   F L F12 L F2 R F6 R F and pick up the flashlight in the geode cave.
   Move B L F to the first cave shadow.

   The professor's journal mentions corroded batteries in the flashlight,
   so you'll have to shake it to get some light out of it. You can see
   only a portion of the symbols hidden in shadow at any one time since
   the flashlight beam is limited. Make a note of all symbols you see,
   you'll need them later. Be sure to also check the second cave shadow
   to the left.

   Exit the geode cave and move R F9 L F to a rock wall carving,
   following the coyote who seems to be leading the way. Highlight the
   nine symbols you saw in the geode cave, each of which has been
   augmented by a hand symbol and some of which vary in size from what
   was seen in the cave:

    West Puzzle Solution

   When you get it right, a really cool shadow of a coyote will cross the
   rock and you'll hear him howl. Move L and click on the West sun spiral
   carved into the rock. Move R F2 R into the emerald cave and note the
   Anasazi sun symbol rising out of the water. Move F to get a closeup of
   it, and note the sound of dripping water.


   Using the Anasazi map, return to the calendar control lever and set it
   for North. The animal associated with this challenge is a crow. You'll
   need to find up to 7 bird feathers to solve the challenge:
    1. White bottom, tan-and-brown tip
    2. Black
    3. Tan-and-brown striped, white tip
    4. White, black tip
    5. Tan-and-black striped
    6. Small white, tan tip
    7. Blue

   From your position facing the calendar lever, move B R F11 L and pick
   up a feather lodged behind the rock. Move F2 L F3 R F6 L F5 and put
   the feather on the ground in front of the decorated gray stand.

   Move B L. On the rock face are depictions of the five birds whose
   feathers you must find (we'll show you where all seven are, even
   though you'll need only five). Move L F4, pick up the black feather,
   and return it to the gray stand. Move B R2 F4 R F, pick up the third
   feather, and return it to the others. Move B R2 F4 R F4, pick up the
   fourth feather, and return it to the others. Move B R2 F4 R F6 R, pick
   up the fifth feather, and return it to the others. Move B R2 F4 R F6 L
   F2 L F4 L, pick up the sixth feather, and return it to the others.
   Move B R2 F4 R F6 L F2 R F2 R F3, pick up the last feather, and return
   it to the others. Arrange the feathers to match the diagram of birds
   on the wall:

    North Puzzle Solution

   then click on the feather on the wall to turn the gray stand into a
   full headdress. Move B L F R F and note the bird sculpture and the
   sound of wind. Move R2 F L F R F4 R F6 L F2 back to the crossroads.

  Storyteller Cave

   This section of the game is optional - you don't need it to finish the
   Anasazi world, but it's worth visiting for the music alone.

   From the crossroads, face west and move F2 R F19. You can use
   trial-and-error to solve the 35-element rattlesnake puzzle, or just
   try this sequence (assuming animal prints are numbered from 1 to 8,
   left to right):

        3 3 4 4 7 6 7
        7 4 2 4 2 3 8
        5 1 5 8 3 2 4
        4 7 4 2 3 8 3
        2 4 4 6 1 6 7

   But be careful! One wrong move and you'll have the restart the puzzle
   from the beginning. Move R F2 - if the rattlesnake puzzle has been
   solved, the peacepipe will be smoking and you can click on it five
   times for Anasazi storyteller sequences. Move B R for an alternate map
   of the Anasazi world.

  Gene Pod

   Using the Anasazi map, return to the calendar control lever and set it
   back to vertical. From your position facing the calendar lever, move B
   R F9 R F R F4 R F4 R F4 R to the four tablets identified with the
   cardinal directions. On each tablet, select the animal sound
   associated with that direction, and one natural sound experienced
   during the solution of each puzzle:

    Four Tablets Solution

   Then press the spiral symbol above the tablets to open a passageway.
   Move F5, pick up the Anasazi gene pod and watch the movie. After it
   completes, note the leaf outline exposed under the pod. Exit the
   purple cave and use the Anasazi map to return to the crossroads.

  Cliff City

   From the crossroads, face north and move F10. Pick up the spear and
   move B L. Use the spear to chop holes at the bases of the three cacti
   (some of the prickly pear may have to be chopped away before you can
   get at the left one). When you've released water from a cactus, it
   flows to the green corn plant at center. The plant requires five
   waterings in order to grow tall enough to climb into the cliff city,
   so you'll have to chop a second hole in the barrel-shaped cactus and
   one at the base of the left arm of the right cactus.

   Move F3 R and pick up the blue-handled rattle inside the basket. Move
   R2 and click on the rattlesnake to hear its rattle. Emulate the sound
   with the rattle you're carrying by sweeping it down, up, down, down.
   The snake then morphs into a ladder; move F6 R into the loom room.

   Drag the large medium-red yarnball from the bowl to the empty white
   basket at right. Drag the shuttle in your inventory at lower right to
   the white basket. Click on the yarnball to unroll some yarn. Click on
   the shuttle to thread it with the yarn. With your mouse cursor, click
   on the white-threads area of the loom. Click on the sliding horizontal
   bar to complete a portion of the blanket.

   Repeat the above procedure using the small dark-red yarnball and the
   red-and-yellow striped yarnball. The blanket will then be complete and
   you'll see a glowing representation of a corn plant, an important
   Anasazi symbol.

   Move L B6 R F2 R F4 L into the music room. Pick up the drumstick and
   move R2 to the wind chime. Click on the wind chime with your mouse
   cursor and listen carefully - you'll need to emulate the sound on the
   drums. Turn left to the drums and strike them with the drumstick in
   this order:

                1               5

        4               3               2

   The wind chime will answer with its cadence and a doorway into the
   shaman's room will be revealed to your right behind the animal skin.
   Enter the shaman's room and move forward to the firepit. Pick up a
   glowing piece of wood and turn left. Drag the glowing end of the wood
   over the five cavities at the top of the wall to disclose various
   dangers (including more bees in the center hole). You can see a rag in
   the hole second from the right - take it. Turn around and dunk the rag
   into the stone pool of water, then use it to clean the wall and
   disclose a reindeer-style pictograph, another important Anasazi

   Move R F3 R B4 R F3 R F R to the sandpit puzzle. The outline of a leaf
   at the back of the pit is colored green to indicate that the puzzle
   has been activated by your retrieval of the Anasazi gene pod. Move F
   to begin the puzzle. Variously-colored leaves are blown onto the sand
   spiral, and you must determine which ones go into the next three
   positions. Moving from the center of the spiral outward, you'll see
   that the leaves progress in sequence to the dark green leaf, then
   reverse the sequence. Assuming this is the pattern, the leaves you
   should choose are the first three leaves in the center of the spiral,
   placed in reverse order:

    Sandpit Leaf Puzzle

   Back out and pick up the outlined leaf at the back of the sandpit, now
   turned brown. Move R F L F3 R F4 L2 and place the brown leaf into the
   depression by the music room door, opening an entrance to the kiva
   straight ahead. Move F5 into the kiva.

   The object of the kiva puzzle is to correctly identify exactly seven
   Anasazi images you've encountered in the game. The design on the west
   wall is circled by 7 blue arrowheads, each of which brightens when one
   of the correct wall images is lighted in blue.

   To solve the puzzle, turn right from the circular design and select
   the buffalo symbol from the South challenge and the image of a bee
   from the East challenge and the shaman's room:

    North Kiva Wall

   Turn right and select the sun-headed man symbol from the East
   challenge, the sun symbol from the West challenge, and the reindeer
   image from the shaman's room:

    East Kiva Wall

   Finally, turn right and select the bird symbol from the blowing-leaves
   cave in the North challenge and the corn plant image from the loom

    South Kiva Wall

   Turn right and note that all seven blue arrowheads are now glowing.
   Click on the center of the circular design to open a door in the wall;
   move F B4 R2 F10 into the Anasazi time portal. Watch the movie of the
   Professor, then wait a few moments and watch a second one. Press the
   central paired-dolphins button, then click on the animation in the
   crystal ball to be transported to Atlantis.



   From your landing point in Atlantis, move L F2 R F6 into a windowed
   pyramid building and to a view of a map of the Atlantis world. Move R2
   and note the "4"-like symbol associated with this building. Move F L F
   and view a movie sequence on the video player. Move R2 F2 for another
   movie sequence.

   Move B L F5 L F R F9 R F10 into an aquarium-like building housing a
   glowing DNA helix. Move L2 and note the bent-square symbol on the
   floor of this building. Move F R F and view a movie sequence on the
   video player. Move R2 F2 for another movie sequence.

   Move B R F8 R F4 R F L F8 L into a schoolhouse-like building. Above
   the side door, note the steering-wheel-like symbol associated with
   this building. Move R2 F and view a movie sequence on the video
   player. Move R for another movie sequence, R2 for another, and L F R F
   for five more (with Greek subtitles), including some from the Guardian

   Move B L F8 L F R F4 R F6 into a truncated pyramid building and note
   the curved "+"-like symbol associated with it. Move R F and view a
   movie sequence on the video player. Move R2 F2 for another movie

   Move B L F7 L F7 R F3 R F to the elevator control panel. Select the
   symbol associated with each building by clicking on the blank squares
   underneath each building representation:

        16 clicks       5 clicks        27 clicks       10 clicks

   (out of 28 possibilities):

    Elevator Control Panel

   Click on the far-right button with the small circle to activate the
   elevator. Move B L F2 L2 and click on the rightmost of the three
   paired-J symbols at the bottom of the window frame to descend to the
   lower level. Move F R F and take the sparking red crystal from the
   robot. Move B R F R2 and put the crystal into the receptacle under the
   window to reactivate the elevator. Click on the leftmost of the three
   paired-J symbols at the bottom of the window frame to ascend to the
   upper level. Remove the crystal and move into the stasis chamber
   rooom. You are now under a time limit to deal with the robot Guardian
   before he finds you and sends you to eternity, ending the game with a
   few newspaper articles. To accomplish this, you will lay a trap for
   the Guardian using one of the stasis tubes.

   While passsing by the individual stasis tubes, make a note of the
   pattern of blue lights on the panels in them. Find the empty stasis
   tube and enter it. Set the same pattern of blue lights:




   X X

   Move B2 and bait your trap by putting the crystal on the stasis tube
   floor (this has to be done by dragging the crystal so its lower
   triangle is just below the lower edge of the game window). Move L2 F2
   to the hexagon puzzle controlling the stasis tube gun.

   Each click on a yellow triangle rotates the tri-colored circles; the
   object is to orient them so that they all have a red sector facing
   inwards, matching the central red button on the hexagon. Here's one
   solution (the order of clicks is unimportant):
     * Click once on the upper-left yellow triangle
     * Click twice on the upper-right yellow triangle
     * Click once on the left yellow triangle
     * Click once on the right yellow triangle

   Save your game at this point as an arcade-style sequence is coming up.
   Click on the central red hexagon button and back out. When the robot
   appears, shoot him in the chest (ow!) a few times to drive him back
   into the stasis tube. While he's in there, quickly fire on the dark
   circle above the light panel in the tube to activate the stasis field
   and trap the Guardian.

   Move R L F L F5 R F and open the gene pod receptacle. Press Ctrl-G to
   bring up your gene pod inventory, and click on any of the pods to
   transfer all three to the receptacle. Pick up the receptacle and move
   B L F7 to the transmission panel. Click on the central bent-square
   symbol and put the gene pods you're carrying into the depression
   formed in the panel.

   You now have two minutes to leave Atlantis through its time portal, or
   you can wait it out for the same endgame sequence. To reach the time
   portal, move B L2 F6 R F7 and watch the Professor's Steve Martin
   impression (boy, he's really scared, isn't he?). If you try to
   transfer back to Easter Island, the time portal melts and you get the
   same endgame sequence anyway.

   The submerged Atlantis outpost blasts off from Earth and transports to
   the Atlantean homeworld. At the conclusion of the endgame sequence, a
   reference is made to a game sequel:

     The Adventure Continues...

     ...Timelapse 2: The Homeworld



   Apart from the things mentioned in the review, here are a few little
   nits that stand in the way of Timelapse being a truly perfect game:
     * Some of the writing in the journal flows off the page onto the
       black screen background.

     * All video sequences have very bad lip sync (local bus video card
       used, per game recommendation).

     * Would have preferred the movement direction rosette not
       disappearing every time the mouse is used.

     * The save-game query on exiting the game is sometimes irrelevant.

     * The CD-ROM automatically ejects without warning.

     * An annoying white Timelapse rectangle gets stuck at the lower left
       of the screen whenever the program is minimized, then reactivated.

     * A really chintzy CD-ROM "case".

     * Four CD's, and none of them with an audio track by the Mesa Music

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