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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