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Walkthroughs

ARK OF TIME

Basic Walkthrough

April, 08 2001

When the game starts for the first time, watch the intro to get a brief history on the game.

Controls

The game is completely controlled by the mouse.

Left Click: Get information on an item

Right Click: Get or use an item. Some items in your inventory can be used with other items in your inventory. Simply right click on an item in the inventory and click on the item you want to use it with. If the items can be used together a new item will appear in your inventory.

N.B. Follow all conversations in the game carefully as some of them contains clues. Left click and right click all items mentioned in this walkthrough as they may contain important information as well.

THE GAME

1.         At the Office

·         On your first encounter with the editor, the conversation that follows is automatic. Listen to what he has to say.

·         Although there are items in the room that can be clicked on, none of them is needed in the game.

·         Right click on the office door to exit to the map screen

·         Click on the Caribbean button.

2.         The Caribbean

·         Go to painter and talk to her until she gives you her pot full of dirty water.

·         Exit the screen to the left, slightly below the blue museum sign.

·         You are now on a small beach. Enter the bungalow and take the dirty mug, the Mexican coin and the professor’s notes from the table against the wall.

·         Exit the bungalow and return to the village square. Exit the screen to the far right. You are now outside the museum.

·         Use the Mexican coin with the fountain tap, open the tap and use the pot full of dirty water with the fountain. Now the pot is empty. Use it again on the fountain to fill it with clean water.

·         Return to village square and give the clean water to Aunt Judith. Be sure to take the pot again once she has finished with it. It will be filled with dirty water once again.

·         Return to the museum and talk to the curator to gain entry to the museum.

·         Once inside, examine the painting of the pirate on the wall and go through the other entrance.

·         You are now in the gunnery.

·         Examine the shield on the wall. Enter through the opening in the wall to the library.

·         Go to the window and open it.

·         Use the pot full of dirty water on the window.

·         Now take the ancient letter from the book on the table and leave the museum.

·         Return to the village square and go to the pier, by clicking slightly to the left of the church.

·         Enter the pier and talk to the sailor. Use all possible speech lines on him. He will eventually give you a magnet.

·         Return to the museum and enter the gallery.

·         Use the magnet the sailor gave you on the compass below the picture of the pirate.

·         Go to the gunnery and turn the shield. Pick up the piece of cloth that fell from the wall and enter through the newly discovered opening.

·         Take the dagger and the manuscripts from the table and open the trunk that has some rags protruding from it.

·         Take the parchment.

·         Exit the gunnery and leave the museum.

·         Once outside the museum, use the dagger on the gum tree.

·         Use the mug from the bungalow to get some gum resin.

·         Return to the sailor on the pier and show him the manuscripts you found in the museum.

·         Bargain with him to take you to the coordinates mentioned in the manuscript. You will eventually have to go find his crab in order to be taken there.

·         Exit the pier and go to the beach.

·         Use the mug of gum resin on the flat rock. After the crab has fled into the crack, drop the crab bait on the flat rock as well.

·         Retreat back to the bungalow. The crab will re-emerge from the crack and get stuck to the resin. Go back and take the crab.

·         Return to the sailor and give him the crab.

·         Go to the museum and fill the painter’s mug with water.

·         Go to village square and give the mug of water and the crab to Aunt Judith.

·         Return to the pier and give the now white crab to the sailor. The next sequence of events is automatic.

3.         The Dive

·         Once at the bottom of the ocean, go left towards the bathyscaph.

·         Right click on the bottom of the bathyscaph, towards the front and open the compartment.

·         Go right, pass the mooring rope, until your are standing in front of the underwater city.

·         Examine the Megalithic portal and the portal lock in order to identify items that will be discovered later in the game.

·         Return to the mooring rope. You will not need to return here until the game is almost over. You will now be back on the pier with the sailor. Return to the village square and exit to the map screen. Click on the newspaper icon and return to London (The office).

4.         At office

·         Right click on the black box in your inventory and give it to the editor. Listen to the recorded conversation that follows. Afterwards the editor will tell you that you have to go to investigate the church mentioned on the black box.

·         Exit the office and click on the new icon of the church.

5.         St. Theodore (The church)

·         Got towards the well and get the bucket.

·         Use the piece of cloth in your inventory on the mug of resin.

·         Now use the sticky cloth on the bucket to close the hole.

·         Go back to where you started of when you first entered the screen.

·         Click on the wall behind the church. You should click slightly to the right of the church wall.

·         Use the bucket on the dairy cow to milk her. You now have a bucket full of milk.

·         Return to the medieval church and go towards the far right of the screen, pass the well, until you reach the little girl on the ladder.

·         Use the full bucket of milk on the cat to gain her trust and pick her up.

·         Return to the front of the church and use the cat on the broken window.

·         The little girl will then enter the screen to save the cat. When she leaves she will not take the ladder. Enter the church through the broken window.

·         Once inside, examine everything in the room.

·         Remove the door bolt from the church door

·         Take the urn from the table to the right of the screen.

·         Use the large door bolt on the confessional booth.

·         Enter the underground passage.

·         Go down the hole next to the menhir to underground chamber.

·         Use the professor’s notes on the hieroglyphics beneath the sculpted picture.

·         Go to the alcove with the bones and take the medallion.

·         Exit the chamber and return to the church.

·         Open the oak door and exit the church. The next sequence of events is automatic.

·         After the brief weather display re-enter the church and pick up the strange object that fell from the lightning struck window.

·         Exit the church and go to the map screen.

·         Two new icons, Eastern Island and Stonehenge, should have appeared on the map, but go back to the office for now.

5.         The Office

·         Show the copied inscriptions to the editor.

·         After the conversation that follows, exit the office. Algiers will now have appeared on the map. Go there. (Picture of Castle on map)

6.         Algiers

·         Talk to the Taureg woman outside the tent. Exhaust all conversation possibilities.

·         Enter the fort.

·         Go to the first cell and speak to the prisoner. He will tell you about a holy man. Continue talking to the prisoner until he gives you a ring.

·         Return to the Taureg woman at the tent and give her the ring. Then ask her permission to enter the tent.

·         Once inside, examine the remains of the pot on the floor.

·         Go to the back of the tent and examine the hole in the canvass.

·         Exit from the tent and speak to Lallah once again. She will tell you about a crash that woke her while she was sleeping.

·         Re-enter the tent and examine the base of the center post to discover where the bullet, that’s stuck in the base of the pole, came from.

·         Exit from the tent and speak to Lallah once again. She will then give you a piece of bread.

·         Go to the fort and give the bread to the prisoner.

·         Talk to the prisoner and ask him about the bread. He will now give you a lockpick.

·         Not much can be done here for now. Exit the fort and go to the map screen. Click on the icon of the mountain on the map.

7.         Cave Entrance (Algiers)

·         Enter the mountain at the opening. The next scene unfolds automatically.

·         Talk to the holy man. He will tell you about the sacred gem that was stolen by a man wearing an eye patch.

·         Ask him to translate the Tuareg inscriptions. You will no know what the object is you found in the church. It is a Levitium finder.

·         Exit the cave and examine the jeep’s trails. Then follow it

·         You will arrive at a village.

8.         At Village

·         Enter through the open door next to the sign with the camel.

·         Talk to the butcher. When the conversation finishes examine the cheese on the floor in front of the rat hole.

·         Ask the butcher about the rat bait. He will now give you some croquettes. Take it.

·         Exit the shop and go back to the cave entrance. Don’t worry about the one-eyed man for now. Exit to the map screen from the here.

·         Now go to Stonehenge.(Circle of rocks icon at the top of the map)

9.            Stonehenge

·         Follow the path that leads to the workers hut.

·         Use the lock pick on the hut door and enter.

·         Take the file from the table and the plum line from the boxes at the back of the hut.

·         Exit the hut and talk to the worker. He will tell you about the broken drive belt.

·         Go back to Stonehenge an exit to the map. Go back to the holy man by clicking on the icon of the mountain.

10.        Cave Entrance (Algiers)

·         Enter the cave and use the file from the hut on the strange door. You now have some Levitium filings.

·         Examine the strange door until you feel a buzzing in your pocket.

·         Use the Levitium locator on the strange door.

·         Wake the sleeping man and ask him about the strange door.

·         Wake him once again a say goodbye.

·         Exit the cave and go to the map screen.

11.        Eastern Island

·         Talk to the man that is stealing gasoline from the car. This happens automatically when you first arrive on the island. Wait for the conversation to finish and exit to the right of the screen.

·         Take the shell necklace that is lying at the base of the first statue.

·         Exit to the far right of the screen and take the glass jar from the milestone in front of the lighthouse.

·         Enter the lighthouse and examine the lamp holder, the handle and the far off mountain. Then exit the lighthouse.

·         Go back to the stone heads and exit the screen next to the last (Smallest) stone head. This path leads to the gasoline stealer’s hut.

·         Take the rubber tube next to the petrol can.

·         Show copied inscriptions to Tobias. He will then point to a path leading to the mountain you saw from the lighthouse.

·         Click on Tobias once again and ask him about the ancient legends of the island. At has finished talking click on him once again and ask him how it’s going. You will now get a picture of the stone heads as a souvenir to keep.

·         Exit to the left of the screen and enter the area in front of the cave.

·         Put the rat croquettes in the empty jar and use the jar on the carnivorous termites. You now have a jar full of termites.

·         At this point it is not possible to enter through the cave entrance. Exit the screen and go back to the airport.

·         Go to the map and then to the Caribbean.

12.        The Caribbean

·         Give the picture of Eastern Island that you received from Tobias, to Aunt Judith.

·         Now give her the parchment you found in the museum. The picture won’t be ready for quite some time.

·         Leave the island and return to Algiers.

13.        Algiers

·         Talk to woman in front of tent and ask her about the sacred man.

·         Go to the fort and ask the prisoner about the sacred word to open the door in the cave.

·         He will not tell you until you free him. Say goodbye and return to the tent outside the fort.

·         Enter the tent next to Lallah’s

·         Talk to the man with the twisted ankle until he chases you out of the tent.

·         Once outside, use the rubber tube on the plumline.

·         Now use the shell necklace on the rubber snake.

·         Go to the dromedary and use the fake snake on it.

·         Return to the tent and tell the man about his runaway dromedary.

·         Go back to the fort and enter the opening through the far wall.

·         Once in the bazaar talk to the merchant about the dromedary.

·         When he leaves exit the shop and return to the prison are of the fort.

·         Now the other cell door is open. Got to it and take the small dish.

·         Exit the fort and enter the now unoccupied tent. Take the shoe on the floor, exit and go to the map screen

·         Click on the mountain icon

14.        Cave Entrance (Algiers)

·         Go to the village and enter the butcher’s shop.

·         Use the jar of termites on the meat on the counter.

·         When the butcher faints, take the rat bait on the floor and the narcotic powder on the counter.

·         Exit the shop and return to the mountain. Go to the map and return to the fort.

15.        At Fort

·         Enter the fort and go to the bazaar.

·         Use the narcotic powder on the dish with the food.

·         Give drugged food to dog to knock it out.

·         Take the small safe from the counter and enter through the door at the back of the shop.

·         Push the chest against the wall and go down the secret passage.

·         Pick up the silencer.

·         Click on the steps leading up and go to the top of the fort.

·         Pick up the telescope lens and the cartridge case.

·         Use the shoe on the footprints in the sand in the corner of the roof.

·         Exit from here and go to the outside of the two tents in front of the fort. Go to the map and travel to Eastern Island.

16.        Eastern Island

·         Go straight to Tobias’ hut.

·         Give the safe from the merchant shop to him. He will open it for you.

·         When he gives it back to you, click on it in your inventory to open it. You will now have a small key.

·         Return to the airport and go back to the fort.

17.        At Fort

·         Enter the fort and use the duplicate key on the jeep. Note the plate number, 517 - 462. The last 3 digits opens the big safe at the back of the merchants’ store.

·         The goods in the back of the jeep get added to your inventory automatically.

·         Go to the bazaar.

·         Let them finish there cursing of the dromedary. When they leave through the back door, right click on the door to eavesdrop.

·         When they leave to look for the silencer enter the room and open the safe.

·         Pull the lever and take the contract.

·         Exit the store and go to the prison area and talk to the guard. You now have gathered enough evidence to prove the innocence of the prince.

·         The next few minutes unfolds automatically. But you will have freed the prince at the end of all the talking.

·         Exit the fort and got to the map. Your mission here is over.

·         Click on the icon of Stonehenge and go there.

18.            Stonehenge

·         Follow the path that leads to the yard and talk to the worker.

·         Give him the drive belt to fix the tractor.

·         When he starts the tractor the telephone in the hut starts ringing. He will go answer it and you will follow him automatically. His conversation on the phone is of no importance to you. Click anywhere on the screen the exit the hut and return to the yard.

·         Go to the tractor and pull the lever.

·         The hole that was covered by the monolith is now exposed. Enter the hole.

·         Take the strange object and the bronze cube on the left wall and the cracked crystal cube on the altar.

·         Exit the underground chamber and return to the map. Nothing left to do here.

·         Go to Eastern Island

19.        Eastern Island

·         Go to the lighthouse and enter it.

·         Use the flares from the jeep on the lamp holder and turn the handle.

·         Exit the lighthouse and return to the airport. Go to the map and return to the Caribbean.

20.        The Caribbean

·         Ask Aunt Judith about the painting you gave her. She gives it to you and signs it.

·         Exit to the map screen and return to Eastern Island.

21.        Eastern Island

·         Go to Tobias and give him the fake treasure map.

·         After he has left to go find the treasure, right click on the gasoline burner to deflate the balloon.

·         Enter the now open hut.

·         Take the car jack, the chrome paint and the shard of glass from the broken window.

·         Exit the hut and go to the cave entrance to the left of the screen.

·         Enter the cave.

·         Use the rubber tube on the little fountain and enter the newly discovered secret passage.

·         Once inside, pick up the parchment and use the car jack on the tombstone

·         You will see some human bones at the back of the tombstone as well as a medallion. Take the medallion.

·         Exit from the cave and return to the four stone heads. Tobias will be busy digging here. Talk to him.

·         When he eventually leaves, go to the map and return to the Caribbean.

22.        The Caribbean

·         Go to the pier and tell the sailor about his brother and the treasure.

·         When he leaves, take the metal net.

·         Exit to the map and go to the cave where the holy man lives.

23.        Cave Entrance (Algiers)

·         Follow the jeep trails and go to the village

·         Use the telescope lens in your inventory with the rusty hole on the jeep.

·         Go to the side of the butcher’s shop and meet the one eyed man that stole the gem from the holy man.

·         Talk to him and ask him what he is doing. He will explain the game to you. When he asks if you want to play, accept the offer.

·         You will lose this game. When he wants you the play again, decline the offer. At this point the tyre of the jeep will explode. When he leaves, you have an opportunity to rig the game in your favour.

·         Remove the snuffbox from the dirty mug in the middle.

·         Use the Levitium fillings from the cave on the snuffbox to fill it.

·         Put the snuffbox back under the mug.

·         When the one-eyed man returns, ask to play again. Keep on playing the game (you cannot lose anymore) until he gives you the gem he stole from the holy man. A bit of a stupid setup this, as the snuffbox is always under the middle mug. Anyway you needed that gem.

·         Exit to the village and go to the cave entrance. Enter the cave.

·         Wake the holy man and tell him the sacred word.

·         Follow him into the room behind the wall.

·         Give the sacred gem that you got from the one-eyed man to the holy man.

·         Insert the magnetus bar into the hole in the mechanism with the sunlight shining on it.

·         The machine will still not work. Get the sacred gem from the holy man. Once it is placed on top of the machine the helmet automatically gets attached to your head. Listen to the log of BIZZE R. That log is saved on the medallion that was already in the mechanism when you entered the hidden room behind the secret door in the holy man’s cave.

·         Once the message has run its cause, remove the medallion from the compartment and insert the one you found in the bat cave on Eastern Island.

·         Return to the helmet and listen to the message.

·         When the message of the Atlantean woman is finished, remove the medallion from the compartment and insert the one you found in the church at St. Theodore.

·         Remove the medallion from the compartment once it has run its course.

·         Click on the parchment that belonged to the woman of Atlantis to determine the co-ordinates of the Yucatan jungle.

·         Exit the cave and go to the map. You now have a new location on the map, Yucatan. Don’t go there just now. Go to the church at St. Theodore’s.

24.        St. Theodore (The Church)

·         Enter the church and go to the excavations.

·         Look around to see if you notice a rat. If not, go towards the far right of the screen, to Archaeological digs and use the rat bait on the rat below the tombstones, that is set in the wall.

·         Get the sleeping rat and return to the map screen. Click on the icon of the pyramid and go to Yucatan.

25.            Yucatan

·         Go towards the far right of the screen.

·         Talk to the Mystic.

·         Return to the forest and click on the space between the two trees and the dark rock.

·         At the Pyramid, use the sleeping rat on the boa constrictor and pick up the sleeping snake.

·         Do not enter the pyramid yet. Go to the back of the pyramid.(Left side of screen)

·         Use the cartridge case on the thin bronze tube to make a blowpipe.

·         Use the makeshift blowpipe with the nest. Right click on the nest to get the egg.

·         Go back to the front of the pyramid and enter it through the bottom door.

·         Press the four buttons to move the directional lever.

·         Exit the pyramid and return to the forest.

·         Once in the forest use the chrome sprayer on the piece of broken glass from Tobias’ hut. You now have a mirror.

·         Place the mirror on the sun-bleached rock.

·         Take the yellow flower.

·         Return to the mystic and tell him about your discovery in the pyramid.

·         After he has told you about the objects you’ll need to enter the pyramid, return to the map and to the butcher’s shop in Algiers.

26.        Cave Entrance (Algiers)

·         Go to the village and enter the butchers’ shop

·         Take the thighbone in the tray on the counter after the butcher has told you his sad story.

·         Exit the shop and return to Yucatan.

27.            Yucatan

·         Go to the mystic and give him the thighbone, the yellow flower, the egg and the sleeping snake.

·         Ask him about the pipe and the sacred snake.

·         Use the pipe with the marks on the idol.

·         Return to the pyramid and enter the snake room.

·         Use the following sequence of moves on the directional buttons to open the door at the back of the pyramid. UP UP RIGHT UP UP DOWN UP

·         Exit the pyramid and enter through the open door at the back. Examine everything.

·         Exit the room and return to the mystic. Ask him about the symbols in the room.

·         Follow the path the old man showed you.

·         Use the metal net on the crocodile and return to the mystic.

·         Talk to him.

·         When the mystic leaves, enter his hut and open the coffer.

·         Take the cubes in the coffer and return to the back of the pyramid and enter the room.

·         Place the eight cubes from the hut into the cubicles in the following order:

Cubicles below symbol of snake:

In the top two cubicles: 2 Smiling faces pointing at each other.

In the bottom two cubicles: 2 Frowning faces pointing away from each other.

Cubicles below the other symbol:

In the top two cubicles: 2 Frowning faces pointing away from each other.

In the bottom two cubicles: 2 Smiling faces pointing at each other.

The door at the top of the pyramid now opens.

·         Go to the newly discovered room and enter it.

·         Press the crystals to note their colors.

·         Leave the pyramid and return to mystic.

·         Ask him about his swim. He will now give you a medallion.

·         Return to the holy man in the cave to use the medallion in the mechanism.

28.        Cave Entrance (Algiers)

·         Enter the cave and go to the inner cave.

·         Place the medallion the mystic gave you into the compartment and use the helmet.

·         Listen to the message. It will be cut off by an unnatural snowstorm in the dessert.

·         Exit the cave and go to Yucatan.

29.            Yucatan

·         Go to the pyramid and enter the room at the top of the stairs.

·         Set the crystals in the heads to the correct color with the following process:

Black head  = Blue Crystal

Blue head   = Red Crystal

Red head    = Green Crystal

Green head  = Black Crystal

Yellow head = Yellow Crystal

The tomb will open.

·         Enter the tomb and take the crystal cube from the altar.

·         Exit from the tomb and go to the map screen.

·         Go to Stonehenge

30.        At Stonehenge

·         Place the Levitium Locator on the center rock.

·         Place the crystal cube on top of the Levitium locator.

·         When the color on the cube changes to red the locator will be fully charged. Here your timing has to be right. In order to pick the locator up in it’s fully charged state, wait for the cube to change to yellow, as soon as it becomes yellow pick it up. This means that the moment you actually lift the cube of the locator it will be red. If at first you don’t succeed in picking up a charged locator, place it back on the rock and try again.

When the charged locator is in your inventory it should say recharged Levitium finder.

·         Return to the map and go back to the pyramid in Yucatan

31.            Yucatan

·         Once inside the top of the pyramid, enter the tomb and place the charged Levitium finder in the octagonal hole of the tomb.

·         Once the tomb opens, take the red metallic disk and return to the Caribbean

32.        The Caribbean

·         Go to the pier and talk to the sailor.

·         After he finishes his story, ask him to take you to your original diving spot.

33.        The Dive

·         Once at the bottom of the ocean. Go to the far right of the screen.

·         Insert the red metallic disk from the tomb into the portal’s lock. The door opens and you enter Atlantis. Awesome!!! Atlantis really DID exist.

34.        Atlantis

·         Go to the closed door to you right and try to open it.

·         Go to the filing cabinet and open the drawers.

·         Enter through the left entrance and examine the journal on the skeleton’s table.

·         Climb on the elevator and press the button pointing upwards.

·         Talk to the professor. Then get back on the elevator and press the down button.

·         Go back to the entrance hall and used the opened filing cabinet as a ladder to reach the top of the pipes.

·         Use your press pass on the air-grille above the locked door.

·         Return to the door and speak to Helen.

·         After she lets you in continue to speak to her until she gives you the insulin.

·         Return to the professor and inject him with the insulin.

·         He will then give you a key. Return with this key to Helen’s room and unlock the filing cabinet.

·         Take the four coloured schemes from the drawer.

·         Return to the skeleton’s room and go down with the elevator.

·         Read the coloured schemes in the inventory to learn how to use the mechanism to open the doors.

·         Go to the mechanism with the 3 containers and use the following sequence of moves to open the doors to the right of the screen.

Code for blue door:

Fill red container by pressing the white button on the red container.

Send red to green by pressing the green button on the red container..

Send green to blue by pressing the blue button on the green container.

Empty green container by pressing the black button on the green container.

Send red to green by pressing the green button on the red container.

·         Go to the end of the passage and open the blue door by pressing the lever.

·         Enter the blue room and take the container of water from the shelf.

·         Use control to open airlock door.

·         Return to mechanism.

·         Empty all containers.

Code for red door:

Fill red container by pressing the white button on the red container.

Send red to green by pressing the green button on the red container.

Send red to blue by pressing the blue button on the red container.

Send green to red by pressing the red button on the green container.

Send blue to green by pressing the green button on the blue container.

Send red to blue by pressing the blue button on the red container.

Send blue to green by pressing the blue button on the green container.

Empty blue by pressing the black button on the blue container.

Send green to blue by pressing the blue button on the green container.

Empty blue by pressing the black button on the blue container.

Send red to blue by pressing the blue button on the red container.

* Go to red door and open it. Enter laboratory.

·         Take ethyl alcohol and little bottle with white powdery substance.

·         Return to mechanism

·         Empty all containers.

Code for green door:

Fill red container by pressing the white button on the red container.
Send red to green by pressing the green button on the red container.

Send red to blue by pressing the blue button on the red container.
Send green to red by pressing the red button on the green container.

Send blue to green by pressing the green button on the blue container.

Send red to blue by pressing the blue button on the red container.

Send blue to green by pressing the green button on the blue container.

Send green to red by pressing the red button on the green container.

Send blue to green by pressing the green button on the blue container.

Send red to blue by pressing the blue button on the red container.

Send blue to green by pressing the green button on the blue container.

Send green to blue by pressing the blue button on the green container.

Empty blue by pressing the black button on the blue container.

Send red to blue by pressing the blue button on the red container.

Empty blue by pressing the black button on the blue container.

Send red to blue by pressing the blue button on the red container.

* Open green door

·         Enter pump room and use empty syringe on small rubber valve to get chlorine.

* Return to professor

·         Show him chlorine, syringe, bottle of alcohol, lime bottle and distilled water. He tells you that you can now make chloroform.

·         Return to the laboratory.

Instructions to make chloroform:

Put water, lime and chlorine in beaker and boil them.(You will get salts of lime chloride)

Dissolve these salts in alcohol.

* Use water, lime and chlorine with beaker.

·         Use thermal device to boil the mixture.

·         Look at beaker. You now have lime chloride.

·         Use empty jar with beaker valve.

·         Click on the valve to fill the jar.

·         Take the glass jar and use the alcohol on it. You should now have jar of
chloroform.

* Go back to professor and talk to him.

·         Use jar of chloroform on air-grille. The two men will fall asleep after conversing in some conversation.

·         Now that they are asleep you can enter the control room.

·         Take the small key next to the porthole.

·         Return to the professor and unlock the handcuffs.

·         Return to the control room and open the little door under the control panel closest to you.

·         Remove the weight from the compartment.

·         Exit the control room and rejoin the professor and Helen in the decompression chamber.(Blue room at the end of the hallway)

·         After the conversation to decide who’s going and who’s staying, leave the room and go to the laboratory.

·         Use the plum line on the container that is partially filled with water.

·         Open the refrigerator and put the container and plum line inside to freeze the water.

·         Close the fridge and go talk to the professor or Helen.

·         Return to the laboratory and take the now frozen water from the fridge.

·         Return to the decompression chamber and use the frozen water on the  control lever on the table.

·         Use the weight from the gyroscope on the bottle that is now fixed in position.

THE END: The escape sequence unfolds automatically. Watch the ending credits completely to see what happens to the two crooks.