

T-ZERO

佚名

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----------- PRESENT --------------------------------         Points
Start: have Compass, read journal page and pink slip         --------
 
Field of Poppies---EXAMINE POPPY (repeat), GET SEED (Bad Seed)
Field of Stones----LEAVE NO STONE UNTURNED  -> claw            4
                   STONE TERNS, GET TERN    -> feather         3 = 7
Cold House---------PULL LEVER -> token   GET LEVER,GET TOKEN   4 = 11
Cottage/Pantry-----GET BELL and JAR                                 
                   GET RUCKSACK (may appear later)
                   GET CAMERA, SHOOT TOKEN                     5 = 16
Green House Shed---GET EXTRACTOR and FIXER-UPPER (EXAMINE SHELF)
Topiary------------(look for creatures with LATCH and KEY in names)

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Maze:
enter,E,E,S,S,E,N,N,N,E,S,W,S,E,S,S,W,W,W,W,N,N,E,S,W,S,E,E,E,E,N,E
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                   PULL .....LATCH WITH (tool)
                   PULL KEY....... WITH (tool)
                   ATTACH FIXER-UPPER TO EXTRACTOR              7 = 23
                   GET LATCHKEY
English Garden-----(this one is for Beatles fans, which I was not)
                   (wait for rain) STAND IN RAIN               3 = 26
                   GET WALRUS, WEAR WALRUS                     4 = 30
Suspension Bridge--SNAP SUSPENDERS                             3 = 33
Junk Yard----------CALL RAGMAN ANAGRAM                         3 = 36
                   ASK ANAGRAM ABOUT VIOLETS (etc)             3 = 39
                   DIG IN DUMP WITH CLAW                       4 = 43
                   GET RING, GET CODE, GET FLAG
                   GIVE CODE TO ANAGRAM -> loop, GET LOOP      3 = 46  
Museum-------------UNLOCK DOOR WITH LATCH KEY                  5 = 51
  Portico----------RING BELL (breaks case-6:15 or 9p)          5 = 56
                   GET EGGTIMER
  Green Room-------OPEN DOOR, OPEN JAR, CLOSE JAR              6 = 62
  Administration---GET SLOW MIRROR
                   (Look in slow mirror at each location)
                   (drop flashlight and get back later)
  Counterclockwise---JUMP COUNTERCLOCKWISE                     3 = 65
     (JUMP CLOCKWISE -> Computer Room )
  Library----------Books give clues, read in correct light
                   READ PLAQUE, PUSH BUTTON (gives choices)
                   TEAR FLYLEAF FROM BLANK BOOK                3 = 68
                   READ PINK SLIP (red light)                  4 = 72
                   (or read outside at noon)
  Countdown Room---UNLOCK NORTH DOOR WITH LATCHKEY, OPEN NORTH DOOR 
Upriver------------PUT RING IN POOL                            5 = 77
 
(ANAGRAM will break in and give new commands--READ SCRAP = WHERE )
     (WHERE (item) will tell you where you saw/dropped an item)
Windmill-----------TILT AT WINDMILL WITH LEVER                 5 = 82
Abandoned Mill-----GET THUMB                                
Moebius Strip------GET ON TRACK, TURN EGGTIMER, TURN EGGTIMER
                   CATCH TURTLE, TURN EGGTIMER, GET SHELL      5 = 87
                   GET OFF TRACK                   
        [ the point is to meet the turtle and knock him down ]
Blacksmith---------REMOVE BANNER FROM STAFF                    3 = 90
                   GIVE BANNER TO BLACKSMITH                   5 = 95
                   GET ARROWHEAD
                   ATTACH ARROWHEAD TO SHAFT                   4 = 99
Cave Entrance------THROW ARROW AT BOLEKNOT                     3 = 102
                   GET HEART OF FLINT
(Anagram brought FIND--FIND (location) takes you there fast)
(Walrus starts talking--pay attention to these clues)
Topiary Garden-----Do the maze now--path in footnote.          
Amazing Place------GET ORANGE                                  8 = 110
Bridge-------------TIE LOOP TO STANCHION, D                    4 = 114
Rocks--------------GET COASTER                                  
                   ( Walrus gives points when finished)        5 = 119 
(Anagram brings COPY to be used later) READ SCRAP              2 = 121          
Hothouse-----------GET SALAMANDER WITH COASTER                 3 = 124
                   SE, NW, READ PRINTOUT (about timecard)      3 = 127
Countdown----------WEAR SHELL                                  6 = 133
                   PRESS PLUNGER ON COMPASS                   11 = 144
   [ note: game will manage inventory; need card and flashlight ] 

--------PAST----------------------------------------------------------

   Landing Stage---Go SW                                       6 = 150
   Garden of Ark---SHAKE TREE, CLIMB TREE, BARK AT TREE        5 = 155
                   GET EGG
   Beach-----------GIVE CARD TO PRUFROCK, GET BLUEPRINTS       4 = 159
                   GET KELP
   Fountain of Youth---GET BALL 
   Oriental Poppy Paddy--PICK BLOSSOM
   Waterclock------SPIN WATERCLOCK, GET GIZMATIC WHATNOT       3 = 162 
   Mellow Marsh----DROP BALL                                   3 = 165
   Yew Saplings--- THROW HEART OF FLINT AT YEW                 3 = 168
     [turn on flashlight to see in cave]
     [enter, go down to Obelisk Underground, go up to top, 
     [GET EGG SLICER, back down, up to either Hex Room ] 
   Hex Room--------PLAY EGG SLICER -> Hexagram Room            5 = 173
                   GET CANDLE (n->Escape Hatch)                5 = 178
   Escape Hatch----READ SENTENCE                           
                   SAY UNDERGROUND                             4 = 182
        nw -> Obelisk Underground -- GET FAST MIRROR
        N,E to Hex Room again, PLAY EGG SLICER, PUT KELP IN RIGHT PAN
        [you can put anything in pan, but it will be lost]
   Meteorite-------GET SLING, ATTACH SLING TO FLOGTOAD
   Tarpits---------BURY FLOGTOAD IN PITS                       4 = 186
   Oriental Paddy--EXAMINE POPPY, GET SEED (good seed)
   Time Capsule--- GIVE BLUEPRINTS TO REPTOID                  3 = 189
                   GIVE BLOSSOM TO REPTOID                     4 = 193
                   DROP EGG IN CAPSULE                         5 = 198
                   DROP GIZMATIC WHATNOT IN CAPSULE
   Landing Stage---PRESS PLUNGER
 
-------------------PRESENT-------------------------------------------   
  Countdown Room---GET THUMB, GET FAST MIRROR, GET ORANGE, GET SACK
                   GET FEATHER
  Storage Room-----GET VIAL
  Bell Tower-------LOOK IN FAST MIRROR (clue and code word)    4 = 202
  Cornerstone------LOOK IN GAP (get blueprint, get egg, get gizmatic)
  Field of Poppies-PUT GOOD SEED IN THUMB                      3 = 205
                   PLANT THUMB                                 6 = 211
  S. of Pond-------GET HORN, GET RAZORBACK                     
  Marsh------------GET BALL (under pod)                        4 = 215
  Blacksmith-------GIVE GIZMATIC WHATNOT TO BLACKSMITH
                   GIVE COMPASS TO BLACKSMITH                  6 = 221
  Cornerstone------SCRAPE MOSS WITH RAZORBACK  (violet #1)     4 = 225  
 
  Junkyard---------GIVE BLUEPRINT TO ANAGRAM                   5 = 230
                   PUT BALL ON STACK                           3 = 233
                   PUT EGG ON STACK                            3 = 236
  Archive----------GET BUGSPRAY, SPRAY ANTS WITH BUGSPRAY      6 = 242
                   READ FINALE, GET VIOLET (violet #2)         3 = 245
                   EXAMINE WALL (violet #3)                    4 = 249
  (Anagram brings IMAGINE--not very useful IMAGINE (item)
  Field of Poppies-EXAMINE POPPY, GET BUTTERFLY                3 = 252
  Closet-----------PUNCH TIME CARD IN TIMEPUNCH -> interrupt
                   RESET COUNTER, PUNCH TIME CARD (6+4)       10 = 262  
                   GET TIMECARD
  Portico----------PUT VIOLETS IN VIAL  (8:55pm)               5 = 267
                   DIP FEATHER IN INK                          4 = 271
       (9PM)  COPY (secret word) TO FLYLEAF(IN PURPLE LIGHT)   5 = 276
                   
                   OPEN ORANGE, PUT PICTURE IN ORANGE          2 = 278
                   PUT FLYLEAF IN ORANGE                       2 = 280
                   PUT TIME CARD IN ORANGE                     2 = 282
                   PUT BUTTERFLY IN ORANGE                     2 = 284
        (Orange: holds timecard, picture, flyleaf, butterfly)
  Junkyard---------PUT ORANGE ON STACK                         3 = 287
  Countdown--------SLIDE SLIDER ON COMPASS (examine to see 0-+1)
                   PRESS PLUNGER ON COMPASS
 
-------------------FUTURE------------------------------------------
   Uptick----------arrival                                     8 = 295
   Subway Stack----GET ORANGE, GET BALL, GET EGG (one at a time)
   Count Zero Room-OPEN ORANGE, GIVE BUTTERFLY (gives knob)    6 = 301
               ASK ZERO ABOUT * (* Anagram,Prufrock,Chronos, etc)
   Commissary------PUT PICTURE IN SLOT -> jelly                5 = 306
 
   Gargoyle Tower--SAY FRGRGH (? random) -> noose              5 = 311
       (top of hour) HANG NOOSE ON HANDS, CLIMB DOWN NOOSE     4 = 315
                   GET BALL BEARING, CLIMB UP NOOSE                    
   Central Control-STAND ON POD, GIVE JELLY TO TELLER          3 = 318
                   GIVE TIMECARD TO TELLER                     5 = 323
                  (gives worry stone), GET OFF POD
   Central Atrium--PUT FLYLEAF IN SLOT -> Clockworks           5 = 328  
   Clockworks------EXAMINE MONKEY, JUGGLE                     10 = 338
                   THROW MONKEYWRENCH IN CLOCKWORKS            9 = 347
   [Note: you can send things back to the Present in the same ]
   [      place where you found them in the Future, but if you]
   [      want to, then put the knob in the stack and return  ]
   [      to the Present and try it on the Pantry before tossing]
   [      the monkeywrench. Untried, but author suggested it. ]
 
---------------------NEW PRESENT----------------------------------------
 
Explore with patience.  The poppy may or may not be ready and the scene
will change.  The area is small.
  Field of Poppies---EAT POPPY                                 4 = 351
  (wait for world to change)
  Upripple-------NW -> blue blur  Chronos appears              6 = 357
  (wait for world to change again)
  Ramp-----------GET IN SHELL                                  4 = 361
 On the River---(press ENTER) go for ride--finale              4 = 365
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