The Time Machine
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佚名 |
The city of the sanduhren
When first a video played and then goes it already loosely, one is, without
one knows it only times, in the city of the sanduhren again.
The shell equal under way carry forward (with dummy key remove).
One should explore the city only times and talk with some people, then a
round building falls up, around victim old AR. This building entered and with
the priest talk. Then into the sphere ball go, the Lemure, to that in it is
is friendly deliberate you. There one receives 3 charm, which one needs later
when touching the 3 prisms. Before one goes out of the ball, still times with
the Lemuren to speak.
On a victim altar is a chase fist, which one should absolutely carry forward.
In the park with the giant riesensanduhr a tuerkisbekleideter man Diesen is
located should one respond and one receives for it sand herbs. With the old
man with the back pain this exchanges for an ash clock to, which one
exchanges again with the woman, who has also a market status, for ointment.
The old man with the back pain is so grateful, if their him the ointment give
that it for it the Reliquiem receive.
Then it to the tripod and one go must the child address. Since the guard is
not very pleased over it, it shoots at the child and one can kill with its
chase fist in response the guard now. Then on the tripod and one rises to the
monastery is brought.
The monastery
One goes to you down and down stairs should one the sign regard and on the
tones hear and try noting these. I did that as follows: Rush, to gong, to
steam, to water, to organ, to noise. Then one goes to the snail labyrinth and
enters carefully the first bar and hears themselves the tone at Wenn it the
false tone is, back to go and the next bar out try. If one found the tone,
that bar entered and one further transported. One makes that so for a long
time, until one is before the monastery door.
Into the monastery go and only times everything exploring. The following
articles are to be carried forward: Sand ball, sanduhr and the oil can. In the
engine room one should open the small lattice beside the stairs left. The
door where the guard is should one omit. In the space with the sphere ball is
the other lattice, which is left under the stairs to oil and then open.
Then into the sphere ball and two charms go taking. Third, always
away-hopped, with the freezing charm to the deadlock bring that and then
take.
If one from the ball comes a video is brought in and afterwards appears the
Tetradon. Now it is called fast its, best the invisibility charm uses and on
the right the blue crystal with the dummy key presses. Thus one releases the
Lemuren, which fights then against the Tetradon.
One runs to the lattice and disappears in order to emerge in the engine room
again.
Far ones with the invisibility charm up and the wheel with dummy key and
arrow key left turn the large stairs. One places oneself before the truck and
branches by the pressing of the dummy key inside.
Again in the city of
the sanduhren
To the old man the tripod left and so for a long time with it talk, until one
is led into the city. Carry the empty bucket forward at the input on the
right.
To the temple go talking and with the priest. Since this is however not very
friendly, one goes to the Lemuren into the ball and speaks with him Man
receives an article, with which one can send the priest into the ball, by
giving him this article. For a marktfrau one is to look the Wuehler up (the
small hopping animals). Left beside the woman, who is at a source of water,
is a machine, there is situated a fork wrench, which moves immediately in the
inventory. At the machine is a wheel, which one turns to the left and one
already sees a leaking place in the piping. These with the fork wrench close.
Subsequently, the bright crate away pull and at the machine the leakage close
also there.
The wheel is turned and the machine runs again to the left again. From
gratitude one receives a code from the woman.
If one speaks with the red-dressed guard, which is before the red door, one
finds out that one needs a seal for the Hierarchen.
This seal is in the house of the Mrs. the even cooks in a small box.
The house is left beside the market status of the old gentleman. In the house
one takes the knife of the desk and speaks themselves with the cook.
With this meter one should cut oneself a piece off of the Kaktus, since one
needs it later. On the workstation with the large sanduhr a basket with tea
pages and also this are move in the inventory. Further the chisel, which is
situated with the woman, who gemeisselt in the first section at the picture.
The woman participates even, an inscription to chisels. One should read
these, since errors in-crept there. One helps her then with the chisel to
correct these and receives as thanks of sandstones.
If one nerve-ends child the rain play with plays and wins, which not at all
is heavy, one gets sand herbs as gain.
Now to to in-collect the
Wuehlern:
One can free the prisoner as follows:
If one comes up the stairs is on the left of two levers, only from the levers
the right pulls. Then run to the right and then the other levers pull, some must
two or three times be pulled. Subsequently, turn the wheel to the left. But
leave not of the guard to get.
At a way a batch crates is, there prefers one the bright crate and shifts it
against the wall in a corner. On the crate climb and over the wall branch.
In a gate a tripod is located and on earth is situated a doll, which one
absolutely needs. Thus one puts the Kaktusteil to the tripod into the fodder
crib and can then the doll take. From a house input a grumbling woman will
then come and this input should enter one. Crying child the doll and as
thanks receives one gives a Effahidenfloete to that.
On this flute however only children can play.
If one got oneself new tea pages, one must bring and on the desk to the
Nuessen put these to the torture workstation, so that they dry. Then again In
of the meantime carry can one quite closely at the left wells place itself
and the guard forward belauschen. Subsequently, indicate the belonged to the
red dressed guard.
With the tea pages one goes now to cook and throws the tea pages and the
Kaktusteil into the boiler. Since the cook is quite inspired of it, one gets
the second code. With the two codes the small box is then opened on the right
in front in the corner. From the box one takes then the seal.
With the received seal goes to now to the red dressed guard and through the
gate one leads. Inside one can snatch oneself still another Wuehler. These
are not used however obviously in the whole play.
Into the house and the sand ball and the black salt stone go taking. Then the
pergamente read. One can read three scrolls at the long wall and one at the
small cabinet.
One enters the sphere ball and may only the charm quite left take, all
different should one omit. Then into the cave continue to penetrate and one
find still another crystal with a charm, the veil of the Nautilus.
After one left the ball and also the house one arrested, but no fear, belongs
to the play.
One is put into a cell to the rebel leader Ashamira, with which one converses
also directly. It takes place a renewed wave and one transforms into a child.
The guard let the cell key, which one should snatch oneself also directly
fall before fright. Without much to consider one should run into the cellar
and by the gate Ashamira knows then the way there.
After a video bringing one appears in the yard and one should fast the
invisibility charm use, since the guard is not far. One decreases/goes back
again by the gate elbow and must shift the bright small crate by the gate
elbow. After the next video bringing one shifts the crate further on the
right to the large crate to climb up over there. With the feed basket then
rueberfahren on the other roof.
Two there standing crates are connected with a rope, which one cuts with its
meter. With the dummy key one branches then over the small abyss to the
board, which is situated on earth. Before the board the dummy key press and a
video one brings in.
Now one must shift the bright crate over the board and run to the other
crates on the other page and high-climb onto the wall. Take and over the
abyss put again a board. A crate, which can be shifted, onto the board shift.
On this crate climb and on the board run, with the dummy key then more
rueber. On the roof down-let the feed elevator and come Ashamira then started
up. Even into the elevator rise and down with the invisibility charm the
bright crate, which one needed, gets and into the elevator places at the
start for climbing. Behind the crate remain best, then the guard cannot meet
one.
Above arrived the wheel turn and a steinplatte comes highly driven, onto
which one shifts the crate now and it goes off downward.
Since the tripod does not want loosely, one must place the bucket under the
well, go and pump to the right. The water then into the trough of the tripod
pour, which thereupon also directly begins to drink. Afterwards it is also
ready for the next journey.
In rebel stocks
One can talk only times with the kriegern and be helpful in the chase weapon one
and activate these. If one still times with him speaks receives one a probe
stick.
Here one finds also again a Kaktus, from which one can cut a piece off. With
the woman talk, who is beside the tent and clean-goes then. Inside one
receives black salt stones, which one can always use from the child. One
places oneself then under the gate elbow with the red branches and uses the
charm: Thus one appears after a " journey " in the desert.
In the desert
Here one should use the probe stick in each case, since one appears otherwise
fast with the words " Game Over ". Also one should run only so far,
as the stick is enough. One finds a corridor-similar course, which ends at a
small gate elbow. Here one can press the dummy key and Wells creeps then by
the elbow.
(there is a bug, if Wells does not creep, play start still times again).
Now one is not any longer friendly welcomed, because the Lemuren is not very
nice and one is fired at. One needs again the invisibility charm and the
chase weapon, with which one should eliminate the Lemuren. One should carry
the bottle forward in no case on the right in the corner forgotten. One comes
over the stones up to the sea. There one should equal the veil charm use and
then with the nixe speak, who sits left on the stone. If it nothing more to
tell has shows one it the bottle and one comes in such a way into the
possession of the muschelhorns.
After a video bringing one lands...
Again in the city of
the sanduhren
If one comes now again into the city, one should equal the invisibility charm
use and as fast as possible into the temple run. There also a bad surprise
waits, but one can fight these. On the right around the desk run and the
opponent with the detuning charm complete. Some bitebite bites should one
then still from the desk take oneself. Then one speaks with the Effahiden,
which is before the statue. After a long discussion one gets the code for the
red gate, which was already eternally locked. There one goes also directly
and uses the code. One should complete the first opponent and let second can
one easily be and go through the door. With Vel Subek talk, talk and talk.
Then to the large workstation with the sanduhr run (still invisibly). There
is a machine one getting ahead prevented. Ashamira remains being there before
fear gelaehmt. One runs again back to Vel Subek and reports everything. In a
shelf is located a loaded ash clock, which one needs reliably.
Vel Subek decides to come along to the machine.
With the invisibility charm it goes again back to the machine and Vel Subek
tries the machine to influence. One opens the flap of the machine with the
fork wrench and pulls on the middle wire. One should go fast back, since the
machine exploded and one would lose thereby few lifeblood. This lifeblood
needs one however even now very urgently.
Ashamira is released and one runs to the gate, at which two guards are to
Diese can one freeze and then complete. Ashamira and Wells must pull now both
levers, which open the gate, at the same time. But no problem represents.
Here one should store, because inside one is expected by the Hierarchen and
fired at also directly. Best one runs into a corner and fires at him from
there.
Then one goes again into a sphere ball and also the
Lemure is not nice, because if one goes at its prisms, one appears by the
charm of the Lemuren equivalent outside. The charms one catches there with
the quartz bottle and goes then again raus.
Actually one is to be freed come around Ulmoreth, therefore will turn us now
the pictures too.
First one - if one from the ball comes - goes quite to the left and looks on
the picture of a woman. There the sanduhr click, then the same with the
picture with old humans with the sprag do, then the picture with the child
and in the end the picture with the man.
Bravo, one has now a secret door opened and there goes in one and finds
Ulmoreth. A video follows.
At the monastery
One is at the snail labyrinth again and may look now alone the way up the
inside the monastery, in order to activate the snail labyrinth and to leave
the rebels in here.
Owing to the code of Vel Subek one can unlock and occur after the stairs on
the right of the door. Here store!!!!!! One completes the next opponent with
the freezing charm and then with the weapon. Then to the operating desk go
forward and the dummy key pressing, so that the robot is activated. This is
then driven by the bridge. Subsequently, operate the lever quite outside on
the right, so that the bridge is drawn in. Then the robot again forward to
drive leave, so that he falls into the abyss.
Now activate the middle lever, so that the feed crates drive again.
One drives with the elevator to quite downward and looks for the
schrotthaufen, which was once a robot. Here one takes the switch and speaks
themselves with the machinist.
Now one can drive into the highest floor and interrupt the robot with the
switch, but do not react correctly does he. Thus one runs to the rear to the
operating desk and directs the robot from there into the elevator. One drives
a floor with him more deeply, in order to then drive on a crate again a stick
more highly. Leave again to the operating desk and the robot from there the
truck to shift. With the elevator one drives then into the lowest projectile
and branches again on a feed crate. Now one turns in such a way that one can
branch a floor more highly into the truck (with the dummy key).
Now one should rise fast from the truck, because the smoke coming from the
pipe costs again each quantity lifeblood. One freezes and shoots the opponent
him then.
It continues to go to the left on the way, where the door with the face drauf
is.
The opponent is frozen also here and made innocuous. Then one goes to the
operating desk, at that the opponent was themselves and presses the dummy
key. Now one can regard everything, what takes place in the monastery. Then
turn and at the right wall on the right of outside the operating desk serve.
A video sequence follows.
Into the space goes, where no guards standing and here one cannot evade to
its fate, store therefore beforehand!!!!!
If one runs by the blue vesicles, one appears suddenly on a platform and the
opponent is not friendly also there and requires to a duel. I solve that as
follows: Only, then siren singing and then the detuning charm use arms
charms. Now again back into the space, there one should carry the black salt
stone and the sand ball forward.
Then one rises the small stairs and can lead the robot outside under way at
the operating desk on the other hand the robot. The two fire at themselves then
to explode over later and so the way for the rebels freely give.
Then one can go and help raus to complete the guard. Then open the door and
meet one again the Tetradon. A video brought in in the Ulmoreth and Ashamira
imprisoned become. One looks the next opponent up and completes this with the
freezing charm and the firearm.
Subsequently, in the corners only three levers surround and already times the
invisibility charm ready put. I write that quite consciously, because here
one should store!!!!!!! After the fourth put down lever a video is brought
in, in which the flying robot falls, which held both friends.
Since the Tetradon is correctly bad now, one should apply fast the charm and
run to the shortest way to Ulmoreth. There one turns the wheel to the left a
few marks and saves him thereby. The Tetradon is now correctly sour and plays
from grind organ (one should perhaps think) and with these tones he opens a
secret course and disappears.
To the organ go and the lever quite on the right and the middle ones
operating. Each organ has only two tones and seen from Wells operates one
these as follows:
Here one must touch the statues, in order to activate the gate elbow.
Unfortunately I could find for it no system and so must to everyone
unfortunately try out, am stop also only one humans.
Place then under the gate elbow and the appropriate charm for it use.
One appears with the
nixe, for whom one saved Ulmoreth. If one is before the nixe and finds one
goes to the right a time shell, which one needs reliably. To a discussion it
flies with Ulmoreth receives one the foam key loosely and beforehand.
Then one steps with the veil charm by the gate.
In the cave, in which one
is now, equivalent still another a time shell and one are situated can
thereby suspect that now a large fight before is to Dort where the white
crystals are, are situated on the right in the corner still another time
shell, to which one does not approach however for the moment. Because then a
video is brought in and to the Tretradon again there is and requires the foam
key. Since Ashamira of Lemuren is kept imprisoned, thus nothing different one
remains remaining to give than the code out. The Tetradon wanted to leave
Ashamira free, but he gemogelt and the Lemuren to be supposed also Wells to
make finished now.
One takes thus the spectral body charm and runs on the right to the wall and
presses the lever, which is there. This lever concludes a part of the slot,
from that ever more Lemuren to the appearance comes Es is thus useless, it to
shoot to be wanted. From these levers there are altogether four, which must
be pressed all, then is closed the slot. Subsequently, one can go to the
crystals and that
Codes from the multicolored illuminated crystal pull. With the Nautilus from
the inventory one looks the correct crystal up now and can with the code
unlock now.
In this space one looks a
little over, but functions themselves does here nothing.
If one goes then to the lighting up column appears a Lemure, which one must
fight. One does that best with the arms charm and the weapon. After the
Lemure is completed, one goes again to the column and someone speaks at one
time. A second Wells herunterkommt the stairs and one holds a long
conversation, out of which it goes out that one is to complete this Wells
with the detuning charm. Thus nothing at all different one remains and for
Wells disappears after the bombardment. Also Ashamira says good-bye and
disappears.
Wells goes to the giant column and a videofilm terminates this play,
unfortunate!!!!!!