Buried In Time II.



The game starts with an intro sequence, that explains the situation, and

leaves you the proud owner of a 'Jump-suit' fitted with various goodies.

You are in the living room, of Gage Blackwood (Yourself), nine years in

the future. There are a total of seven major sites visited during the

game. These are:-

1) Living Room

2) Mayan Temple

3) Richard I's castle

4) Leanardo da vinci's studio

5) Space station

6) Disused missile silo

7) Alien spacecraft

Many dozens of other locations, are visited inside each of these, in some

cases, these form complete seperate parts, inside the above scenes.

The game book, gives you the instructions, on how to use the video

viewer console, and I will assume that we start from here.

I use the code F=forward, R=right, L=left, U=up, D=down for movements

from now on. Note, that at some points, animated sequences are played

at certain locations in the game, and that you must wait for the

animations to finish, otherwise movements etc., can get missed!. Also,

do save your game regularily, dying is the easiest part of this adventure.

I have tried to split the text up into sections, so that you do not have to

read it all, just to find a hint!.

Note that, then items are 'used' in scenes, their icon changes shape,

when you are over the correct spot, makes it easier to ensure that you

are in the right place.

Good Luck.



Gage Blackwood's house, at start.



Read news items, note down product id's for :-

1) Cheese Girl

2) Translator Bio chip

3) Gino Album

You get points at the end of the game for 'research', so reading all the

news is worthwhile.

Stand up, turn left, forward, look down. On your left, is the remote

control. Pick it up. Walk out of video booth, turn left, walk forward to

shelves with china, and models on them. When level with the shelves,

turn towards them. Look at all the models, the human model, gives you

more information.

Turn away from shelves, walk across room to desk, turn right at the wall.

Look down at the desk, look at the 'videophone' on the right hand end of

the desk. This gives more information. Look at the papers on the left end

of the desk, more information. Back away from the desk, turn right,

forward one step, right again, forward. You should be facing an object

looking rather like a microwave oven, this is the domestic replicator.

Pressing POWER, then MENU, then SHOPNET, allows goods to be

purchased. Use the numbers recorded in the video booth, items are

delivered to the 'Post box', and should then be replicated. To do this, go

back to the first menu, select 'post-box', then double click on the item,

and click on the 'replicate' button. After the item has been replicated,

simply look away, and back again, to get back to the front panel.

There are many other items, that can be touched or looked at, in this

room, but no more are needed at the moment.



Arthur the AI - first visit to Farnstein lab.



:From the inventory at the bottom of the screen, select BioChip - JUMP,

click on this, and then select the jump menu from the right of the screen.

This is the method used to select all the chips in your suit. Select the last

destination, Farnstein lab, then read the MISSION BRIEFING. You

should read each briefing, before jumping to any destination. The space

station is depressurised, so you should not waste time once you arrive.

Jump to the station. Look at the cheese girl information screen (select,

then click on the magnifying glass). Grip the cheese girl package (click

and drag), and move it into the main screen, level with the space station,

just right of centre. release it here, this ejects cheese spread to propel

you to the station. Move LDF. Keep going forward to the airlock at the

end of the corridor. Touch the centre of the airlock door, to open it. Move

FLL again. Pick up the metal bar in front of you. turn back round (LL),

and go forward. At the other door, select ULF. This puts you in front of

the enviromental control panel. Look at it. The schematic, shows the

space station, and you are at the top right, in the 'Capacitance array'

Double click to pressurise this room. Move LUF. Open the airlock door.

Move forward into the 'Docking bay'. Movements are:

RFRFLFLLLFRRFLFRF. This should put you in front of the 'Scanner

room'. Open the door, and go forward.  After the initial scan, agree to

Arthur scanning you. Then agree to his 'deal'. Go UFU. Enter the door

release code that he gives you. After decompression, touch the centre of

the green door.  There are two (mirror image) sequences to open the

lock. At any point only one disk of each colour can move. Starting with

green (G) the sequence is: GRRGGGRRRGGGRRG. this opens the

access to Arthur, and he now helps you through the major part of the

game.





Getting to the caverns under the Mayan temple at Chichen Itza.



Now time-jump, destination Chichen Itza, the Mayan temple. At the

temple, you should not try to leave the temple complex, if you do, you

will be killed. Starting from where you arrived, select BioChip - Translate,

move FRU. Read the inscriptions. Repeat this on the three outer walls of

the shrine(DLFRFRU *2). Then DLFRFR. The sequence that follows,

gets you from the Mayan temple above ground, to the caves beneath.

This is needed several times in the game, and when needed again, I will

just ask you to 'go to the Mayan caverns'. Now enter the shrine building,

FLD, pick up ceramic dish. Look UU, read the inscriptions. Repeat this,

for all four inner walls. Make a note of the inscription over the entrance

doorway, you will need this latter. Turn to face the two dials at the rear of

the shrine. Look at the dials, these function as a combination lock, the

combinations that work, are the pairs listed on the right hand frieze, 8-

water etc. Set one such combination on the dials. Step away, move

RRFD. Put the ceramic dish, on the statue in front of you. You will drop

through a trapdoor, into the caves beneath. This is the end of the

sequence 'go to the Mayan caverns'.  This time, move FD, and pick up

the copper medallion, that is just right of the skeleton on the floor. If you

wish to look around further, you can, but access to the other doors in this

section, cannot be made until you have picked up some items in the

other time zones.





Making the key at Chateau Galliard.



Now jump to Chateau Galliard. After the introduction scene, move FD,

pick up the arrow. Now move URRFFFFDFULFR, this puts you at the

door to a walkway, open the door, and move FRFFLFRD. Pick up the

grappling hook and rope. Now go URFRFFRFFFFL. Stop here. On the

way, if you look round, Arthur will give a lot of information, and even a

joke. Wait here, till the wall in front of you is destoyed. Then move

FRDFRF, open the door to the smithy. Move FRD, pick up the hammer.

Move ULLFRFRFD.  You are facing the forge. On the right hand side,

there are two bricks running horizontally, double click, on the upper of

these bricks, and remove it. A mould for a key is revealed. Place the

copper medallion in the dish on the forge. Click on the wooden bellows

handle, at the top left of the screen. The bellows operate, and the copper

medallion melts, now click on the hanle of the pan, the liquid copper, is

poured into the key mould, making a replica. Pick up the copper key.

Move URRFLFLFR, open the door, move FFFRFLFRFLD. Now select

the evidence BioChip, and locate the temporal anachronism in the

picture. Your first piece of evidence!.



Entering the keep at Chateau Galliard.



Move RFU,  you are wearing a space suit, after all!. Use the grappling

iron, on the window above you. As soon as you have been chased off the

tower, by the knights above you, start climbing again. Do not delay, you

will be killed if you do. When you enter the room in the tower, select

BioChip - cloak, and activate it immediately. Once the knights have left,

to look for you elsewhere, uncloak.



Finding the treasure room at Chateau Galliard.



There are a couple of clues, that I do not look at in this walkthrough,

extra points are awarded at the end, for some clues, but they are not

necessary to the solution.

Starting from the window in the King's bedroom, move FFLF, touch the

tapestry. Now move RRFLFFLDFULF, open the door, move FRFFRD,

pick up the letter in the fireplace. Read the letter (translator chip). Move

LLUFD, look at the plan of the battle. Move LUFRFFD, read the book.

Move RUFFD, look at the plan of the castle. Move RRUFLF, open the

door, FFLDFULF, open the door. Your BioChip, will record the evidence

of the other time traveller. Move FLFLD, use the copper key, move F.

You are now in the secret treasure room, move RD, look at the box, take

some coins from the box. Move URRFRD, select the evidence chip, and

move the crosshairs over the sword case (just left of centre), click on this

to register the evidence. You have now completed this time zone.



Da Vinci Studio - note on the whole.



This zone, cannot be completed, without the hammer from the smithy in

Chateau Galliard, if you are stuck, this is probably your problem.



Da Vinci Studio, the first room.



Jump to Da Vinci studio, move FRFLLD, select evidence chip, look at

the paint marks on the floor, record the evidence. Move UFFD, use the

key that is in the door, keep key, look up, touch door, move F. You will

now automatically record another evidence sequence. Now move LL,

touch door, move FRFLF, use translator chip on the two levers, you

need to move them to 'unlock' and 'up'. Look down, move the wheel to

operate the lift. Move ULLFRFRRFDR, push the handle, to move the lift,

at the bottom, move UR, touch the door, and move F. You are now

outside the tower.



Da Vinci Studio, building the seige machine.



Starting from outside the elevator.  Move FRFFRD, pick up rope, move

ULFFLF, open door, move FFRFRFLFRFR, pick up the drive assembly.

We are now in Leonardo Da Vinci's workshop, and there are some

amusing items to be found, if you take the time to look around. If  you do

so, simply re-join this walkthrough when finished. Now move

RFLFRFFFFD, pick up the wooden pegs, move UR, pick up the wheel

assembly, and then look at the drawing. Turn LLD, place the wheel

assembly at the right hand end of the frame, and the drive assembly on

the left. Use the wooden pegs, on the bottom right corner. Hammer the

pegs home. You have now built Leanardo's 'siege cycle'. Pick up the

whole assembly.



Da Vinci Studio, using the siege cycle.



Starting, from where you assembled the siege cycle. Move LUFFLFFD,

read the document about the siege cycle. Move ULFRFLF, open door,

move FRFLFRRFFLFLFRRD, operate the handle in front of you, to turn

the catapult around. Move LUF. You are now sitting, in the operators

position, on a catapult. There are two knobs, the left hand one pans the

machine L/R, whilst the right hand one controls elevation. Move the left

knob right nine times. Move the elevation, down two. Now pull the

central lever between the knobs. If everything is right, you should be

pointing at the balcony railing, on the tower where you saw the other time

traveller. After firing, the rope should be visible hooked on the railing,

and you should automatically leave the machine. If this does not happen,

sight again, and keep trying. Once the rope is correctly positioned, move

LFL. Hang the siege cycle, on the rope in the top left corner of your

screen. Move FF, you should be on the balcony of the second tower.



Da Vinci Studio, the second tower.



Move FFLD, use the balcony key, that you picked up in the other tower,

to unlock the door. Look U, open the door. Once the other time traveller

has departed, move FRD. Use the evidence chip, to locate the

anachronism. Pick up the lens filter, and click on it's icon, to secure it to

your camera. Move UFRD, read the middle book on the table. If the lens

is properly attached, you will record another piece of evidence. Do not

leave the time zone. Move RUFRFFL, open the cupboard. Pick up the

preserved human heart, in the bottle in the cupboard. You are now ready

to jump from the time zone.



Farnstein Lab, the second visit, getting to biomass processing room.



Return to Gage Blackwood's house (recall button on jumpsuit), walk to

the home replicator (FFFFLFLF), buy a second tin of 'cheese girl'. Jump

to the station, and propel yourself to the corridor, as before.  Move LDF.

Keep going forward to the airlock at the end of the corridor. Touch the

centre of the airlock door, to open it. Move FFULF. This puts you in front

of the enviromental control panel, as before. This time pressurise the

'biomass processing' section, this is the leftmost brown block on the

bottom row. Move LUFRRF, open the airlock, move FFFFFFF. This puts

you at the airlock, at the other end of the corridor, now try to open this

airlock door. Arthur will open this for you. You will be given a small

explosive charge. Once the door is opened, move forward, and press the

green button in front of you.  When the vehicle stops, move RRD, open

the airlock door. Move F, press the 'up' button on the elevator. Press 'up'

again. Move RRFRD, pick up the flask, move RF. Press the 'down'

button on the elevator. Move R, look at the control, press control to start

a mining cycle. When the cycle has finished, move RD. Look at the

controls in front of you. Put the flask on the coupling at bottom left.

Operate the valve above. Retrieve the flask, now step back from screen,

move RRR, and then press 'up' again on the elevator. At the top of the

elevator, move RRF, and again press the green button to make the

vehicle move. When you stop, move LLD, open the airlock door, and

move FFR. Open the door to the 'biomass processing', move forward.

Attempting to enter this room, without first pressurising it, will result in

death. There is another enviroment control panel, opposite the entrance

to the room, but this seems faulty, and doesn't let you pressurise the

room. The whole sequence, can be done with over thirty percent of your

oxgen reserves remaining, but you don't have time to hang about.



Farnstein Lab, second visit, inside biomass processing room.



Starting from the entrance to the room, move FFFLD, look at the

controls, left of centre. Now you are looking at a controller, that allows

you to 'try out' the effects of different frequencies, on the sculpture. The

dial at top left, can be turned, by moving your cursor to the top, or

bottom edge, and clicking. Turn the dial, till the display reads '11kHz',

and then click on the green button on the controller. You should get a

'positive response'. Now step back from the controller, and move U.

Touch the sculpture, which should now 'morph' into a complex schematic

diagram. You have now finished this zone. Now time jump, and 'go to the

Mayan caverns'  (see paragraph with this name).



Inside the Mayan caverns, God of War. You must have the bloody arrow,

for this section.



Start at the entrance to the caverns, look down, pick up the skull from

the skeleton. Now move UFFFFFRF. This puts you at the entrance to the

shrine of the god of war. Look over the door, and use the translation

chip, look away, look to the right of the door. Put the bloody arrow, into

the opening. Step back, and enter the doorway. Turn right, and touch the

face of the monster on the shelf, when it opens, insert the human skull

into the jaws. face downwards, and pick up the other skull. Move URR.

Now simply touch the second skull to open the jaws. You have a few

seconds, to complete the following movement. Move RFF.

Stop, before the moving spears. Look left, and insert the skull into this

head. This stops the second lot of spears. Move RFL, pick up the third

skull. Move LFR, remove the skull from this head. Move RR, and insert a

skull here. Move RFFR, and insert a skull in this head. Now move RFFR,

and remove this skull. Turn RR, and place the skull into this head. Now

move RFF, to find yourself at the altar. Look down, and pick up the

obsidian block. Look up, you can read the name of the god above the

altar, then turn RRFFFFFF, touching the door will now open it. Move

forward to the cave.



Inside the Mayan caverns, rain God. You must have the flask full of

water for this section.



Start outside the temple of the god of war, move FFF, and cross the

stepping stones. Look over the door, and use the translation chip. Look

away, look to the right of the door. Pour water from the flask, into this

opening. Step back, and enter the doorway. Keep going forward, till you

cross the bridge. Turn around, walk back across the bridge. Turn around

again. The bridge will transform into a set of swinging sections. Save the

game, before trying to cross. Step forward, just before each part reaches

you, when you step onto the last section, step forward immediately twice,

and into the doorway beyond. At least, that works for me!. Now move

forward twice more, to the altar of the rain god. As before, read the

inscription, above the altar, look down, and pick up the limestone block.

Now re-trace your route, back across the bridge, and to the door. The

door will now open to let you out. Move forward into the cavern.



Inside the Mayan caverns,  God of wealth. You must have the gold coins

for this



Starting outside the temple of the rain God, move FFLFLF, to the door of

the God of wealth. Look over the door, and use the translation chip to

read the inscription. Look away, look to the right of the door. Place a gold

coin in this opening. Step back, and enter the doorway. Move forward, to

the rope bridge. Cross the bridge, but do not enter the room beyond. This

is a trap, and if you do, you will have to time-jump back to the surface,

and re-trace your steps. Turn around, move forward once, and look

down. You will see the entrance you require, in the cliff wall under the

bridge. Now move UFLD. In front of you, there is the fastening for the

rope bridge, and another hook built into the stone. Use the coil of rope on

this hook. Move FFF, to the altar of the God of wealth. As before, read

the inscription, above the altar, look down, and pick up the Jade block.

Re-trace your steps, up the rope, and back to the doorway (UFFRUFFF).

The door will now open, and you should exit to the cavern.



Inside the Mayan caverns, the final trial.



Starting outside the temple of the God of wealth, move FLF, to the door

of this section. Again look over the door, and read the inscription, with

your BioChip. Look away. Now look down, and use the evidence

BioChip, on the ground just below the offering slot. Look at the offering

slot, and insert the three pyramid pieces, that you have gained from the

other temples, in the following order: obsidian, jade, limestone. Move

FFFFD. You are standing in front of the altar. Use the evidence BioChip,

on the pool of blood at the right of the altar. Now place the preserved

heart into this pool.  The Mayan box, will appear from the right hand

pool, touch the box. Select your translation chip, and look at the

inscriptions on the box. These can be changed, by touching the

individual icons. You need to set them, to what the holy vessel contains,

according to the inscription that you read over the entrance to the temple

when you first arrived at the Mayan section. Now touch the right hand

end cap of the box, to open it. Once the animation has completed, pick

up the environ cartridge, and put it in your inventory. Return, to Gage

Blackwoods house.



Gage Blackwoods house, after completing the Mayan temple.



:From where you materialize, at this house, move RFRDFRFFLD. Touch

the video projector, and then look at it. Put the environ cartridge, into the

video projector. This plays a sequence, revealing all!. You will be

knocked unconcious, and taken to the disused missile silo.



The missile silo. Arrival.



You wake up, strapped into a chair, with the other agent, who has framed

you, explaining their actions. This sequence takes quite a time, and you

can only wait for it to finish. After a while, Arthur talks to you as well, and

explains that he is trying to sabotage the computer system. Eventually,

he gets into the system, but requires a password. Read the dosier, on the

other agent, in BioChip - files. Look at the profile on the agent, and then

at their interests. Type in the name of their first recreation. This should

be the password. Another animated sequence follows, as their computer

is destroyed by Arthur. Once you are free to move, go RRFFD, pick up

the generator core. Go URRFD, look at the right hand side of the

generator console. Press the button, to eject the core. Remove the dead

core. Look away, and then look back. Insert the new generator core. This

appears to be a bug, as you can't insert the new core, till you have

looked away. Odd. You now have the silo back on line.



The missile silo. Departure.



Starting at the power generator, go URRFFRF, you should be facing the

'gravis plasma tools' machine. Touch this machine. A control panel will

appear, with two triangular buttons, and a larger 'run program' button.

Press the triangular buttons, till 'transport code' is displayed. Now press

the 'run program' button. A piece of material, will be produced, bearing a

numeric code. Note this code down. You may have to repeat the

program, to read it all, it disappears quite quickly. Once you have the

transport code, turn right, and look at the yellow notice, at the bottom left

of the notice board, in front of you. Make a note of what this says. Now

look away, and look back at the black rectangle in front of you. This is

another video screen. Look at the section, on 'Symbiotry technology',

and listen to the new clip. Now step forward to the section on 'appeal for

dismantling'. In this section, look for the name of the race, mentioned in

the new clip. Click on it's name (highlighted in red). Read the technical

information on this race. The information, under 'sensory perception' at

the end of this article, should match what you read off the yellow notice.

If it does, note down the 'transport prefix'. If not, look at other races, till

you find the right one. Leave the video screen. Go RFLFRR, you should

be facing the transport machine. Touch it, touch the screen that appears.

Now type in the transport code, followed by the transport prefix. If this is

wrong, it is fatal, so save your game. Move forward into the transporter.

You will materialise, on the alien spacecraft.



The Alien craft. Destroying the time machine.



Starting, where you arrive, in the matter transporter. You must still have

the lens, used earlier attached to your camera, as otherwise you cannot

see. Move FFLFRFR, cloak immediately. Once the aliens have passed,

uncloak. Touch the fibrous bar, at the bottom centre of your screen, to

activate the transport system. This sucks you through the alien ship,

repeat this at the next intersection. At the end of the transport tube, go

FRFL. Look at the upper right hand nodule, in front of you. Touch it. You

should see the Mediaeval sword inside. Use the explosive charge, that

you received at the Farnstein station, to blow the nodule open. Pick up

the sword. Back away, and then look at the other nodule. Touch this to

open it, and use the sword to cut it open. Touch the 'cheese girl'

container. Back away, go RFL. Repeat the opening and cutting

sequence, an keep moving round the room the same way. You will pick

up: The interactive sculpture, The Codex Atlanticus, The Mayan Puzzle

Box, and the Environ Chip. Once you have this, turn RRF. This brings

you back to the entrance to the transport tube. It is worth saving you

game again here, as there is an easily fatal bit to follow. Touch the

fibrous bar, to activate the transport system, and again repeat this at the

halfway stop. When you reach the end of the tube, you will be unable to

move, and if you take more than a few seconds, the aliens will kill you.

Use Richard's sword, to cut the fibrous bar, on the tube ahead of you.

This disables the transport tube, and you are one more able to move. Go

LFLF, back to the transporter. At this point, you will be captured by the

Ambassador.



Alien Ship. Escape from the matter transmitter.



This whole sequence, requires reasonable speed. You are trapped inside

a matter transmitter pod, that is about to transport your BioSuit, off you,

leaving you to die in the alien aquasphere. Remove the 'burned-out

core', from your temporal pocket. If you looked at this core earlier, you

would have read a warning, that this can disrupt transporter beams. Hold

the core in the beam around you. The beam disrupts, and traps the

Ambassador, in the pod opposite you. Move forward, and touch the

purple button, on the right of this pod. This sends him off somewhere.

Now move RFRR, into the pod that he arrived in. Touch the purple

button, on this pod to transport yourself to safety. A sequence ends, with

you being mindwiped, and returned to your own time. That's it folks.



I tended to find watching all the news clips a little boring myself, and

skipped some. There are extra points, for looking at these, and all the

papers in Leonardo's time etc. I got 14800/15000, so I've missed a

couple somewhere. Maybe you can find these extra 200 points, by being

a little more patient than me. I hope the text is accurate, but a few errors

are bound to have slipped in.


Held og lykke!


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