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Submitted by System on 09/03/2006, 09:50. Print file.
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LOST IN TIME

INTRODUCTION

This walkthru gives explicit instructions on playing LOST IN TIME
to a successful conclusion. It does, however, assume you have read
pages 17 through 22 of the Game Manual and are familiar with the
various methods of controlling Doralice's actions.

Also note when taking items out of dressers and chests, very often
more than one item is to be found. _However_ only one item can be
retrieved at a time. You _must_ open the container again to get the
next item.

OPENING SCENES

Highly confused, Doralice find herself in the hold of an old
fashioned ship...

THE BRISCARDE, 1840

HOLD

Get the lamp from behind the barrels that are next to the chest.
Use the lamp on the barrels near the tub of water. Pick up the
sponge and wet it in the tub of water. Use the wet sponge on the
poster.

Use the lamp on the opening and you will descend to the Bilge.

BILGE

Get the oil from inside the large cask that is on its side. Use the
oil on the pump handle. Get the corkscrew by the chain. Return to
the hold.

HOLD

Use the corkscrew on the knot which was behind the poster. You will
meet Yoruba and record his story. Yoruba will give you his knife.
Cut a step in the post with the knife and you will ascend to the mid
deck.

MID DECK

Go to the three containers and take the towel out of the middle
one. Use the towel on the ring at the back of the ship. Take the
soap form the open niche. Use the soap on the rusted cannon. Use the
soap flakes on the door. Open the door and you will meet Melkior,
hear his story and then tell your own...

PART 2

MANOR DE LA PRUNELIERE, 1992

GATE

Look at the vehicle. Take the apple from the basket and feed it to
the horse. Get the battery from the tractor. Take also the pack and
small pipe out of the tractor's tool box.

Read the note on the gate. Suck acid out of the battery with the
small pipe and apply the acid to the gate lock.

GARDEN

Take the manor door handle and the portrait above the door. Wind
the wire around the handle to make a coil. Push the key through the
lock using the dart.

LIGHTHOUSE

Go to the barrel outside the lighthouse. Take the vinegar and
return to the manor door.

GARDEN

Pour the vinegar into the empty battery and use the coil on the
battery to create an electromagnet. Use the magnet on the space
below the door to get the key.

MANOR

Take the oar and the roasting spit from the fireplace. Take the
copper wire and the resin from the small cupboard. Fix the fuse with
the foil from the pack. Return to the lighthouse.

LIGHTHOUSE

Use the dart on the cork in the barrel. Pick up the barrel. Smash
the window with the roasting spit and take the hose. Tie the hose to
the lighthouse door handle. Go to the strange building.

VAULT

Put the portrait in the hole in the steps. Click on the portrait
and enter the age of Philibert when he died. (i.e. Subtract one year
from the other and enter the difference.) Click on the cross and the
elevator will appear. Tie the other end of the hose to the railing
inside the elevator. Operate the elevator button. The lighthouse
door will open. Pick up the damaged hose and return to the
lighthouse.

LIGHTHOUSE

In the lighthouse, take the wooden shoe. Use the rusted key in the
shoe to open the basement door. Ignore the basement area for now.
Return to the ground floor of the lighthouse. Take a glass shard
from the basement window that you smashed in earlier

Go up to the second floor. Open the drawer and take the book and
paint remover. Open the dresser with the oar and take the razor.
Look through the field glass at the shipwreck. Get a close up of the
wreck and focus in on the symbols. Note the background colour of
each of the three symbols, the item depicted in each and their
order.

Go up to the lamp. Take the kerosene from behind the curtain. Cut
off a piece of curtain with the razor. Return to the vault.

VAULT

Click on the portrait to call the elevator. Get in and take the
elevator down to the crypt.

CRYPT

Look at the chest. Make the symbols on the chest match those you
saw on the shipwreck. Note the following: The gun represents the
cannon. The knife represents the sword. The bullet represents the
cannonball. The chest will open when you select the matching
symbols. Take the ship's log and the piece of fiberglass.

Use the barrel to reach for a bottle. Use the cork to knock down
the bottle that's too high to reach. Take the rust remover. Go to
the lighthouse basement.

LIGHTHOUSE BASEMENT

Open the canal by turning the wheel. Put paint remover on the
algae. Then scrape the algae with the glass shard. Put the roasting
spit in the socket and spray it with rust remover. Open the gate.
Return to the garden.

GARDEN WELL

Go the well. Attach the hose to the faucet. Look closely at the
hose. Apply the fiberglass, then the resin, to the tear on the hose.
Place the hose end in the well. Turn on the faucet. When the well is
full, fetch the cork and return to the lighthouse basement.

LIGHTHOUSE BASEMENT

Bail out the boat using the wooden shoe. Stuff the patch of curtain
into the leak and hold it in place with the cork. Use the oar on the
boat. You will end up swimming to shore by a fisherman's cabin.

CABIN

Go into the cabin. Open the dresser and get the ship in the bottle
and fishy sauce (Nuoc Nam). Get Melkior's note book from under the
chair. Take the handkerchief, nail and bread out of the basket. Use
the chair to climb up to the chandelier. Unscrew the handle at the
top of the chain using the nail. Take the chandelier, look at it and
notice how it falls into three different parts: an anchor, floats
and candles. Leave the cabin.

Pour the fishy sauce (Nuoc Nam) on the bread and throw it on the
roof of the cabin. The seagull will knock the buoy off the roof. Cut
the rope off the buoy with the razor. Tie the rope to the anchor and
use it to climb up the cliff. Return to the lighthouse basement to
collect the rest of your inventory. Go to the garden well.

GARDEN WELL

Cut off the hardened repaired piece of the hose with the razor, to
make a club.

MANOR

Take a log from outside the door. Enter the manor and put the log
on the fire. Put the metal rod on the fire. Soak the handkerchief in
kerosene and put it on the fire.

Smash the ship in the bottle with the club and strike the match
against the matchbox in the pack. Light the fire. A rectangle of
stone will appear in front of the fireplace. Stand the barrel on the
stone. Smash the barrel open with the club. Seal the opening with
the candle. Take the fire extinguisher off of the trunk. Open the
trunk. Fill the barrel with sand. Use the wooden shoe to transfer
the sand from the sand box to the barrel. A passage will appear. Go
into the passage.

THE BRISCARDE, 1992

AFT HOLD

Fill the small pipe with salt water from the puddle.

Take the pliers from the mast. Put the floats by the box. Attach
the copper wire to the wire on the box. Cut the electrified wire
using the pliers. Fill the padlock with salt water. Spray the
padlock with the fire extinguisher. Use the club on the padlock. You
will find a strangely glowing Egyptian sarcophagus. Then you meet
Jarlath.

PART 3

THE BRISCARDE, 1840

MID DECK

Having recalled your story to Melkior, he demands that you find a
way to untie him. Take the small hook and go down to the hold.

HOLD

Open the chest padlock with the boat hook. Open the chest and take
the dress and ribbon. Return to the mid deck.

MID DECK

Get one the of the wooden pins using the pliers. Tie the ribbon to
the wooden pin. At the back of the ship, look at the cannonball and
take the broken oar. Tie the oar to the ribbon. Twist the nail with
the pliers and put the nail in the joined together pieces of wood to
make a boat hook.

Go to the closet and fetch down the halyard with the boat hook.
Look closely at the end of the halyard. Put the corkscrew in the
notch and fasten the end of the halyard to the corkscrew. Go to the
port hole and look through it. Pull up the thin rope and look in the
bucket. Take the sawfish bone. Retrieve the corkscrew from the
closet.

Return to Melkior and free him. After a long sequence of talking
with Melkior and Oswald, Doralice ends up locked in the Captain's
cabin.

CABIN

Go out to the balcony and take the flag from the stern.

Go in the room with a sink and lift up the corners of the rug until
you find a brass key.

Look at the chair behind the desk and get the silver key underneath
it. Open the desk drawer with the brass key and take the blotter and
dagger. Go into the chamber. Cut the rug with the dagger and go
through the trap door.
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  1. Lost in Time solution by System on 09/03/2006, 09:50