Your goal is
to collect items representing innovations throughout history and put them
into a chain of connections. When
you find an
item and it’s placed in your chain, click it to see an interesting and
educational video about that item and the
relation to
other items in the chain. When the chain is finished, you automatically
go to another area of game. About the
only drawback
in the game, it has to be started from disc 1 each time.
You stand facing
a castle. Check the control box just right of the drawbridge. Look under
the carpet in front of the castle.
Turn around
and enter the building with a single door. Examine the window inside. Turn
and talk to Mr. Burke, who
appears several
times throughout the game. When you’re alone, examine the picture of Africa
on the wall. Nearby, click
the steel
balls and notice the clicks. Turn the globe to Africa and you’ll discover
a safe behind the wall picture.
Examine the
card on the desk (faint imprint of some numbers.) Get the pencil. Click
it’s image on your chain. Do this for
all new images
on the chain. In the middle drawer, uncover the card and notice the five
digit number. Could these be
related to
the clicks of the steel balls? Anyhow, it’s the combination to the safe,
which contains a couple of shillings.
In the right
drawer, there should be some carbon paper. Rub it over the card with the
imprint. Play the message on the
phone. Be
sure to rewind it. Make sure you’ve examined everything on the desk and
in the room. At the building with two
doors, enter
the Apothecary on the left. Buy the yellow bottle on the shelf. Exit and
enter the Electronics shop next door.
Examine the
oscilloscope, TV, etc. Play the video tape on the TV (it’s critical.) You
learn about a drawbridge opener and
a certain
voltage. Go back to the office. Remember the phone number you found on
the card? It’s to the Electronics
shop. Make
the call and immediately play the answering machine when the shop owner
answers.
Go to the shop
and get the oscilloscope. It’s useless until you restore the phosphor coating
to its screen. Maybe a trade
at the Apothecary
will help. Once the oscilloscope has been repaired, go to the drawbridge
and open the control box.
Place the
scope inside and set the proper voltage that you learned about in the video
tape. Enter the Castle.
NOTE: R means turn right, L means turn left, F means go forward once, F2 means forward twice, and so on.
CASTLE
Go straight
ahead past the fountain. Talk to the guard. R, F, R, F, L. Go down steps
to the pump station. Get the shovel.
Examine the
pump. Face away from it to see the flooded stairway leading down. Go back
upstairs and exit to the
fountain.
Go straight ahead to the other red door. There’s a sword in the stone.
This is your ticket past the guard. Turn
right to a
small doorway. Get a condenser from the crate. Return to the Apothecary.
APOTHECARY
The woman should be gone. Get a match and a bucket. Return to the castle pump room.
PUMP ROOM
Use the condenser
on the side of the pump. Get a bucket of water, from the flooded stairwell,
and use it on the
condenser.
Use your shovel on the coal. Open the furnace and use the shovel on it.
Light the furnace and use the shovel
on it again.
Go down the drained stairwell. Lower the two sword switches, on the control
bank, all the way.
Return to the
sword room and get the sword. Show it to the guard. Try to get the jewel
from the crown. Try again. Go
back down
to the control room and look at the computer screen on the right of the
control bank. Get the idea? At the
three wall
switches, set them left to right false, false, true. Go get the jewel from
the crown and examine it and anything
new on your
chain.
Try to leave
the throne room. Listen to Mr. Burke. You end up in a desert. Ride the
balloon. Examine the chain image.
Turn to face
the town.
MINING TOWN
F2, L, F, L
to the side entrance of the Orpheum. Go through the hallways, knock on
the magician’s door and approach
him. Go to
the side entrance of the stage and watch the act. Go to the door with a
star and knock on it. Leave the
theater and
go to the Dry Goods store. Click on the jar of aspirin on the bottom shelf.
Check out the self service
telegraph
room. The morse code chart is critical. Try the key a few times if you
want to. Go to the saloon.
SALOON
Talk to the
miner. Turn left toward the piano and listen to Mr. Burke. Play a little
yourself. Take the role from the piano
slot. Check
the image on your chain. Talk to the gambler. Eventually, the phone rings.
Answer it and get a dollar. Talk to
the gambler
again and show him your dollar. Carefully notice the order that he lays
the cards down. Change them to that
order but
from left to right, QKQQKKK. You get the gambler’s keys and a carburetor.
Remember, always
check new items on your chain. Put the carburetor on the car’s engine.
Get a crank and half map
from the trunk.
Carefully listen to the music in the next part. It will possibly save you
several trips later. Use the crank on
the front
of the car. Note the tune on the radio and the BIG clue, DYNAMITE. Give
the half map to the miner and get a
whole map.
Click the map
in inventory for the directions. Check the piano rolls and keep the one
that plays the tune from the car
radio. Go
to the Dry Goods store.
TELEGRAPH ROOM
Look at the
code chart and write down the codes for dynamite. -.., -.--, -., .-, --,
.., -, . and tap them on the key. Keep the
dashes long
and the dots short. This is relatively easy with a telegraph key, but with
your mouse it’s quite different. For
instance,
the letter N -. give a long blast, then immediately give a short blast
without hesitation. If you pause between the
- and the
. it will be interpreted as two different letters. After you correctly
tap out the word dynamite, you win that very
item, which
is needed to clear the mine entrance. Return to the Orpheum.
THEATER
Go under the
stage to the hydraulics room. Click the plaque on the wall, up for off,
down for on. Adjust all valve arrows up
to shut them
off. Adjust the upper right valve down for on. Adjust the lower left valve,
by the meter, down for on. Working
your way back
to the upper right valve, there are three additional valves to turn on
(down) so that steam can go from the
upper right
valve to the meter and raise it to 100.
If you have
too much trouble, consult the built in hint feature for a drawing of the
valves. When the meter registers, go
around the
halls to backstage and the hydraulic lift. Ride it up, turn around and
go forward to the attic room on the left.
Put your piano
roll in the loom and turn it on. If it’s the correct one, you will get
a rug with some red symbols on it. This is
a code to
a puzzle in the mine. Once you get the rug with symbols, go to the mine
entrance.
MINE
Use the dynamite
to clear the entrance and try to find your way through the mine with the
miner’s map or do the
following:
F4, L, F2, R. F2, L, F2, L. F2, R, F2, R, F2, R. Click the light patch,
on the wall, for a sliding tile puzzle. Click
your pattern
rug on the puzzle. Solve it and turn around. Go forward and get the gold
nuggets. In hints, use the magic
square to
get out or do the following: turn around, go back to the light colored
patch and turn right. Then, F2, L, F2, L.
F2, R, F2,
R. F2, L, F2, R, F4.
At the Dry
Goods, buy some aspirin and go to the woman’s dressing room at the Emporium.
Give her the aspirin. Click
the item on
the dresser. Examine all new items on your chain. Back away from the dresser.
Eventually watch some
gents playing
lawn bowling. Score the game by giving a point to the colored ball closest
to the white peg. Or points to
balls of same
color if more than one is closest to the white peg. You get a ball for
correctly scoring. Go to the Bank.
BANK
The teller
won’t talk. Hmm! Go to the Diner and talk to the bowlers on the right next
to the last booth. At the register, try
to take the
paper from the jar. Click on the ketchup bottle next to the register. Take
the paper from the jar and click on it
in inventory.
Go give the note to the bank teller. You have to find out the mother’s
maiden name. Go to the grave yard.
GRAVEYARD
Find Casey’s
father, Bob Moran’s grave. Casey’s brother Tom’s grave confirms that Watson
is the maiden name. Return
to the bank
and get a crank from a safety deposit box. Now go to the ship.
SHIP’S HOLD
Take the sextant.
Use the crank on the small silver plate on the cannon. Set the cannon level
and use your bowling ball
on the cannon.
Press the button. Go around to the side of the bank, enter the hole in
the vault and look around. Do your
own fingerprint.
JAIL
Move the stool
and click the corner of the floor. You discover a rare bone and get a reward
of a three dollar bill! Now you
can afford
that 2.99 special.
DINER
Give the three
dollars to the waiter and get the penny change. Take the restroom key from
the side of the register. In the
restroom,
click the mirror and take the piece of fallen mirror. Go to the ship.
SHIP’S HOLD
Click your
sextant on the night sky. Click the mirror piece on the sextant (large
brass circle-it’s actually the eyepiece) to
get a star
fix. Adjust the light dot with the up and down arrows so that it’s on the
horizon (water line.) Back from closeup
of eyepiece
and note the degree heading of 50. Set the red handled telegraph lever
to same heading. Face back toward
the helm and
listen to Burke. (Disc change)
COURTYARD
Now you’re
in a medieval courtyard. Turn right twice and go up the stairs on the right
side of the building to Galileo’s
office. Turn
left in the room to see the telescope. Click the arrow cursor above the
eyepiece for a side view of the
telescope.
It needs a lens in the center slot. Click on the lunch box. Click on the
boat in the bottle. Click the curtain to
reveal a broken
shrink machine. It needs a timing device. It also needs insulation on the
area above the red bars.
Exit Galileo’s
and go to the door on the left, the Tapestry Shop. Help the shop keeper
turn red patterns into orange.
Watch the
tapestry video on your chain for an idea. Create alternating red and yellow
squares. When successful, you get
her watch.
Enter the church and go to the organ straight ahead and on the right. The
devil plays four main notes. You
discover the
organ doesn’t work. R, F, L, F, L. There’s a water wheel that powers the
organ. It’s broken.
Cross to the
left side hallway and enter the belfry. Fix the gears for the hunchback
and he will give you a wrench for the
water wheel.
Open the metal on the right and arrange the gears from right to left in
the following order: medium, small,
medium, large.
Medium, small, large, medium, large. Take the wrench and repair the water
wheel.
Remember the
four notes? The middle black key (Ab), the next white key left (G), second
white key left of there (E),
white key
right of there (F.) After the pulpit raises, get the lens from the bible
and return to Galileo’s. Put the lens in the
telescope
and get a sandwich. At the shrink machine, replace the timing device and
use the shrink wrap. Pull the upper
left lever
to shrink yourself and enter the ship in the bottle. Knock on the door.
Turn right and get the map. Give it to the
captain. Enter
the hold in front of the captain. At the lacquer tables, the left lever
slides the tables left, and the right lever
rotates the
tables around the center of the room. Maneuver the tables for a clear path
to the door. If you’re growing old,
the magic
button in hints will do it. Review any new items on your chain. Then, exit
the door.
EGYPTIAN DESERT
Approach the
woman and do a match puzzle. TIP: first remove the top center one. After
the puzzle, click the cup. Go left
to the Sphinx.
The guard requires a password. Return to the tent.
TENT
Click the phone,
then click the cradle to the right of the fax machine. Now you have to
restore power. Get a hose from a
drawer. Go
outside and take the gas caps from the generator and the truck. Click the
hose on either gas nozzle. Pull the
generator
start cord. Back in the tent, get the code tape from the fax. Review the
code video on your chain.
The difficult
solution is to use the book, on the chest of drawers, to decode the tape.
The easy way is to wrap the tape
around the
tent pole. Either way, go to the Sphinx and enter the code word on the
wall.
SPHINX KITCHEN
MEASURING FLOUR
Dump a full
small cup into the large cup. With another full small cup, fill the large
cup. Dump the full large cup back into
the cannister.
Put the large empty cup back on the counter. Dump the partial small cup
into the large cup. Dump a full
small cup
into the large cup.
SETTING OVEN TEMPERATURE
Go to the fish
bowl and try to get the thermometer. Maybe the fridge has something you
can feed the fish. After getting
the thermometer,
place it in the oven and close the door. Turn on the right knob and change
the left knob a little.
Recheck the
thermometer. Keep changing the left knob until the temperature is at 350.
Go through the door by the fridge.
CODED DOOR HIEROGLYPHS
Numbers already
displayed are 1-5 from left to right. You need 6 and 7. One step back from
closeup, 6 is in the third
column from
left. It looks like two eyes with eyebrows. 7 is in the eleventh column
and near the bottom. It looks like a
wishbone.
Enter the new door and turn left. Watch a short video of the Pharaoh taking
a bath. Click the curtain. You need
the toy warship.
You have to drain the tub. Click the hand on the water near the left side of the faucet. Click the ship on the curtain.
THRONE ROOM ANTECHAMBER
Maneuver around
till you can enter the red trapdoor. Look at the instructions on the wall.
By heating a tank of water, it
flows into
another making it heavier. That one will pull cords fastened to columns
that open the big doors. Back upstairs,
smash the
small chair on the right near the trapdoor. Place the broken pieces on
the small blue altar near the large
doors.
Move the large
mirror to direct the light towards the altar. Now you have to concentrate
the light onto the wood.
Thoroughly
check the room for a magnifying glass. Once you’ve ignited the wood, the
large doors will open. Enter and
talk to the
Pharaoh. The rest is automatic.
AUTHOR: GKI