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Ark Of Time: Walkthru
 
 NOTE:
 The numbering system is set up with numbers corresponding to  the
 map changes. The number 2.3 for  example  represents  the  second
 time you go to the map and the third action you perform  on  that
 map area.
 
 Map 0, Introduction:
 0.1 The intro will play all the way through. When  it  ends,  you
 will end up in the newspaper office. The editor will  be  talking
 to you. Let hi finish. You now have from left to  right  a  press
 pass and a bottle of rum.
 0.2 Click on the door to the office door, this will  put  you  on
 the map.
 0.3 Move the cursor over the other dot on the map,  this  is  Rum
 Cay Island. Click on the dot.
 
 Map 1, Rum Cay Island:
 1.1 You are now in  the  town  square  screen,  you  see  another
 person. Click on her.
 1.2 She begins to speak to you and gives you  two  options,  left
 click on the first option, "ask her what she is painting".
 1.3 She then goes into a monologue and asks Kendal to bring her a
 cup of clean water. She then gives you a cup of dirty water.
 1.4 Click on the remaining conversation option which is "Ask  her
 is she's seen the professor". She then performs another monologue.
 1.5 Move  the  cursor  to  the  furthest  left  "Go  to  .  .  ."
 directional prompt. It's a little to the left of  the  center  of
 the screen. Click on this.
 1.6 You are now at the beach area. Click on the bungalow door.
 1.7 You are now inside the bungalow. Left click  on  the  jacket.
 You notice a piece of missing cloth on the jacket.
 1.8 Click on the Dirty Mug. This item is placed in inventory.
 1.9 Click on the Mexican Coin that was underneath the Dirty  Mug.
 his item is placed in inventory.
 1.10 Click on the Professor's  notes.  This  item  is  placed  in
 inventory.
 1.11 Click on the doorway to the bungalow, you'll see "Go to  the
 beach" prompt.
 1.12 Click on the "go to town" prompt on the far left  hand  side
 of the screen. THis will take you to the town square.
 1.13 Click on the "Go to . . ." prompt closest to the  middle  of
 the screen. This will take you to the pier area.
 1.14 Click on the sailor. A dialogue option will appear.
 1.15 Click on the "Ask him if he saw professor Caldwell"  option.
 A dialogue will play.
 1.16 Click on the metal net. Another dialogue plays.
 1.17 Click on the go to town prompt.
 1.18 Click on the remaining "Go to .  .  ."  prompt  on  the  far
 right-hand side of the screan. This will take you to  the  Museum
 entrance.
 1.19 Click on the Curator. This will result in a  dialogue  where
 Kendall pays for a ticket into the Museum.
 1.20 Left and right click on the portrait of the Pirate Mancussin
 on the wall.
 1.21 Left click on the compass on the wall.
 1.22 Click on the "Go to . . ." prompt. This will take you to the
 gunnery.
 1.23 Click ont he Piece of Cloth, see that it matches the  jacket
 found in the bungalow.
 1.24 Click on the "Go to . . ." prompt. This will take you to the
 library.
 1.25 Click on the Ancient Book.
 1.26 Click on the ancient letter inside the  bok.  This  item  is
 placed in inventory.
 1.27 Click on the window. You will open it.
 1.28 Click on the pot of dirty water. You will see a "Use with  .
 . ." prompt. Use the Pot of dirty water with the window.
 1.29 The curator's car will now be dirty  and  he  will  be  busy
 cleaning it. Click on the "Go to Gunnery" prompt.
 1.30 Click on the "Go to Gallery" prompt. It's in the  bottom  of
 the left hand corner of the screen.
 1.31 Click on the "Go to Museum entrance" prompt. You will now be
 outside the MUseum.
 1.32 Click the inventory item "Mexican Coin" You will see a  "Use
 with . . ." prompt. Use it with the fountain tap.
 1.33 Click the Fountain tap again and the water turns on,  it  is
 now possible to use the  inventory  item  "Empty  Pot"  with  the
 fountain. You now have a cup of clean water in the inventory.
 1.34 Click on the "Go to village sqaure" prompt.
 1.35 Click on the inventory item "Pot of Clean Water" and use  it
 with the painter. She will thank you.
 1.36 Click on the painter again and a dialgue option will  apear,
 click ont his and the painter tells you her thoughts on Mancussin.
 1.37 After the dialogue has finished, click on the "Go  to  pier"
 prompt.
 1.38 Click on the sailor, the dialgue  option  "I  show  him  the
 letter I found  in  the  library"  appears.  Select  this  and  a
 dialogue will pla, resulting in him giving  you  a  magnet.  This
 item is placed in inventory.
 1.39 Click on the "Go to the village square" prompt on the bottom
 left of the screen.
 1.40 Click on the "Go to Museum Entrance" prompt to the right  of
 your position.
 1.41 The curator is still washing his car, giving you opportunity
 to sneak around. Click on the "Go to Gallery" prompt.
 1.42 Once inside the Gallery, click on the magnet  itme  in  your
 inventory and use it with the compass. This will move the  needle
 of the compass from East to South.
 1.43 Click the "Go to Gunnery" prompt.
 1.44 Once inside the Gunnery,  we  can  turn  the  shield.  After
 turning the shield, the hidden door will open and the blue  piece
 of cloth that stuck in the door will fall out.
 1.45 Click n the piece of cloth and place in inventory. Also,  be
 sure to inspect it by left clicking on it, you need to  hear  the
 description.
 1.46 Click on the "Go to . . ." prompt. This will take  you  into
 the hidden room.
 1.47 Click on the Dagger sticking out of  the  table.  This  item
 will be place in inventory.
 1.48 Click on the Manuscripts left on the table. This  item  will
 be place in inventory. Be sure to inspect these.
 1.49 Click on the trunk furthest to your right. This action  will
 open the trunk. You will see two items, a parchment and some rags.
 1.50 Click on the parchment. This item will be place in inventory.
 1.51 Click on the "Go to Gunnery" prompt.
 1.52 Click on the "Go to Gallery" prompt.
 1.53 Click on the "Go to Museum entrance" prompt.
 1.54 Click on the dagger and use it with the gum  tree.  Gum  sap
 will come out of the tree.
 1.55 Click on the dagger in your inventory and use  it  with  the
 sap. The mug will now have sap in it and, be place in inventory.
 1.56 Click on the "Go to Village square" prompt.
 1.57 Click on "Go to Pier" prompt.
 1.58 Click on the Colombus' Manuscripts and  use  them  with  the
 sailor. A dilaogue will play and, after you'll see three dialogue
 options.
 1.59 Click on "I offer him money for the Trip". A  dialogue  will
 play leaving yu with two options.
 1.60 Click on the  "I  go  looking  for  Tweezers"  option.  This
 results in a dialogue and you receive  Tweezer's  favorite  food,
 place in inventory.
 1.61 Click on "Go to village square" prompt.
 1.62 Click on the "Go to the beach" prompt.
 1.63 Click on the Mug full of Gum Resin in your inventory and use
 it with the Flat Rock. You will walk down to the  flat  rock  and
 place the resin on the rock.
 1.64 Use the crab bait on the rock.
 1.65 Walk back to the beach house, the crab  will  come  out  and
 become stuck in the resin. You can now collect the crab and place
 him in inventory.
 1.66 Click on the "Go to vilage square" prompt.
 1.67 Go to the pier.
 1.68 Use the crab with the sailor. A dialogue will play. You will
 need to get the crab painted white.
 1.69 Go to the Village square.
 1.70 Give te crab to the painter. A dialogue will  play  and  she
 will hand you back the crab painted white. PLace him in inventory.
 1.71 Go to the pier.
 1.72 Use the white crab with the sailor. A  dialogue  will  play.
 Then a video sequence will play. When it ends,  you  are  on  the
 ocean floor.
 1.74 Click on the left hand side of the screen, you will walk  to
 the left and see a submarine.
 1.75 Click on the spot labeled "compartment".
 1.76 Click on the spot label "Black box". This item will be place
 in inventory.
 1.77 Walk over to the other side of the ocean floor and click  on
 the portal's lock.
 1.78 Walk back to the diving platform. A video sequence will play
 and, when you are done, you will be back ay the pier.
 1.79 Go to the village square.
 1.80 Go to the map.
 1.81 Once on the map click on the newspaper office map  location.
 This will put you back in the editor's office.
 
 NOTE: At this point  you  should  be  familiar  enough  with  the
 interface to understand steps like "go to the  map."  The  format
 from this point will not give you specific instructions but still
 contains  solutions  and  actions  necessary  for   the    games'
 completion. Map 2, The  Newspaper:  Once  you  are  back  at  the
 newspaper, show the editor the black box  you  found.  THis  will
 result in an exchange and he will suggest a new place to go,  The
 Medieval Church talked about on the recording on the box. If  you
 go b have another option. Go to the Medieval Church.
 
 Map 3, Medieval Church:
 When you first arrive at the church, you can pick up a bucket  on
 the far right-hand side of the screen, do so. Then go further  to
 your right and exhaust all of the dialogue options with the young
 woman standing there. Leave her and go back to the   first  screen
 and then to the farm behind the church. Once there you should use
 the piece of cloth with the mug with a bit of gum resin  left  in
 it. After you do that, combine the cloth with  the  resin  on  it
 have patched up the bucket, use it with the cow. You'll milk  the
 cow and, the bucket full of milk will be placed in the inventory.
 Go back over to the cat that was near the little  girl.  Give  th
 cat. Go back to the first screen and use the cat with the  broken
 church window. This will cause a video sequence to play. The girl
 will bring over a ladder and leave it, so you should climb up the
 urn from the pedestal to the right. Collect the  door  bolt  from
 the door then use it with the confessional.  This  will  cause  a
 secret passge to be revealed. Go down the secret passage. Go  dow
 of Stonehenge on the wall, this will give you another map option.
 Inspect the stone head  and,  this  will  give  you  another  map
 option, Easter Island. Then, collect the medallion from the alcov
 writing on the wall. Go to the church entrance and exit. At  this
 time a video sequence will play. When it ends, go back inside the
 church and collect the "strange object" from the floor of
 
 Map 4, The Newspapers Office:
 Show the editor the copied ancient  writings. He  will  peform  a
 dialogue for you and, suggest  a  new  destination  on  the  map,
 Tuareg Village. Go to the map and then to the Tuareg Village.
 
 Map 5, The Tuareg Village:
 Once you are in the village, you will notice a woman sitting near
 a tent, talk to her and exhaust all dialogue options. Then, go to
 the fort entrance. Once inside the fort, go over to the  prisoner
 whom you will talk to. Exhaust  all  dialogue  options   with  the
 prisoner whom we learn is Amir. Show him the notes that we  found
 in the Medieval Church. He will tell us that  he's  too  hurt  to
 translate them but, suggests another person,  the  Holly  Man  of
 Ahagg option. This will also give us a ring that gets  placed  in
 the inventory. Go to the door to the Bazaar and enter  it.  Then,
 exhaust all dialogue options with the merchant. Go  back  to  the
 court of the fort and  exhaust  all  dilaogue  options  with  the
 guard. Go to the fort entrance and back over to Lallah.  Use  the
 ring with Lallah, then ask if you can enter the  tent.  She  will
 let you into the tent at this point. Go inside  and  inspect  the
 hole Go back out and ask her if she saw anything strange  on  the
 night of the murder, then say  goodbye.  Going  back  inside  the
 tent, the item "base of the pole" is now  visible.  Inspect  this
 throughly and a monlogue will occur. Go back to Lallah  and  talk
 to her. She will give you some food to give ti Amir. Go  to  Amir
 and give him the food. Ask him if the food was good, he will give
 you a lock pick. At this point it is prudent  to  go  to  Stonehe
 item. Map 6, Stonehenge: Once you are at Stonehenge,  go  to  the
 Stonehenge yard it is on the left tip of the  screen.  There  you
 will see a shed to the right, use the lock pick  that  Amir  gave
 you with the door to the shed. Once inside the shed, collect  the
 f line from the table. Both items will go into inventory.  Go  to
 the map at this point and click on Easter Island map.
 
 Map 7, Easter Island:
 Once you arrive on Easter Island, a dialogue will  begin  with  a
 person named Tobias. Exhaust all of the dialogue options.  Go  to
 his right, to  the  big  heads.  There  you  will  find  a  shell
 necklace,  take  it.  Slect  the  Go  to  prompt  in  the  bottom
 right-hand side of the screen, this will take you  to  the  light
 house entrance. Collect the Glass Jar. Go back to the Stone Heads
 and look for the remaining Go to prompt. Slect  it  and  it  will
 take you and exhaust all options. He will give you  a  photograph
 he took. Use the Copied Inscriptions with Tobias.  He  will  then
 tell you about an additional area to the left. Don't bother  with
 it now. Collect the rubber tube to Tobias' left. Go back  to  the
 Big Heads and then to the map. Click over to Tuareg Village.
 
 Map 8, The Tuareg Village:
 Once you arrive, go to the tent to the right  of  Lallah's  tent.
 Enter the tent and a dialogue will  play.  Exit  the  tent  then,
 construct a fake snake by combinging  the  Plump  line  with  the
 rubber tube, then combining the  shell  necklace.  The  resulting
 item is a "Fake Snake." Use the fake snake  with  the  Dromedary.
 The Dromedary will run off. Collect the fake snake from the sand.
 Go back to the tent you just came from and a dialogue will  occur
 Upon entering  the  bazaar  will  trigger  a  dialogue  and,  the
 merchant will leave. Go back to the fort. Collect the  bowl  from
 inside the open cell. Go to the Map  and  click  on  the  Ahaggar
 Mountai
 
 Map 9, Ahaggar Mountain:
 Click on the "Go to . . ." prompt at the Cave Door entrance. This
 will trigger a moviesequence and then a resulting  dialogue  will
 occur. You then can ask him to translate the inscriptions. Do  so
 and he will identify the "strange object" item in your  inventory.
 Go to the door to the right and use the Levitium Finder with  it.
 Then use the file and scrape off some filings from the door. Exit
 the Cave and click on the Jeeps' trail, a monologue will  o  into
 the building with the open door,  this  is  the  butcher's  shop.
 Exhaust all of the dialogue  with  him.  He  will  give  you  the
 inventory item "Rat Croquettes." You  can't  take  anything  else
 from him. entrance, then to the map. Select the Tuareg Village.
 
 Map 10, Tuareg Village:
 Once you are back int he village, go to the  fort  and  then  the
 bazaar, you should still see the dog there. Give the dog the dish
 of food that you got from the empty cell. The dog  will  eat  the
 food but, not fall asleep as you need him to so that yu  can  get
 the safe and open the door. The first step to making the dog fall
 asleep is to go back to Amir. Talk to him and ask him to give you
 the food he has left over from  earlier.  He  gives  you  some  f
 entrance screen and then to the  map.  Once  on  the  map,  slect
 Easter Island.
 
 Map 11, Easter Island:
 After you arrive back on Easter Island, go to Tobias' Hut. Go  to
 the area that he told you about at the mouth of the cave. Use the
 Rat Croquettes with the glass jar. You will now have a glass  jar
 with one Rat Croquette in it. Use this item with the "Carnivorous
 Termites" by putting it on the ground right  in  front  of  them.
 They will go into the jar and stay there. Attempt  to  enter  the
 cave, you won't be able to because it is too dark. This is  impor
 this map so go back to the airport and then to  the  map.  Select
 Ahaggar Mountain.
 
 Map 12, Ahaggar Mountain:
 Once you are at the mountain, go to  the  Algerian  Village  and,
 then to the butcher's shop. Here we will find that Dromedary that
 we made run off is now dead and sitting on a platter. Don't  talk
 to the butcher, instead use the glas jar  of  termites  with  the
 carcass. A video will play and the butcher becomes distracted  by
 the termites. Take the item "Narcotic Powder" from  the  counter.
 Also, take the Rat Bait from the floor of the shop. Exit  at  the
 map. Select the Tuareg Village.
 
 Map 13, Tuareg Village:
 Once you are back at the entrance screen,  go  tothe  "Murderer's
 Tent." There you will find the shoe he left behind. Take this and
 leave the tent. Once out of the tent, go to the fort and then  to
 the bazaar. Use the narcotic powder with the little  dish of food.
 Give the item to the dog. The dog will now go to sleep.  You  can
 now take the safe from counter. Go through the door and into  the
 back room. Click on the box and you will  move  it.  Now,  a  sec
 through the passageand you will end up inside the fort tower that
 we deduce the shot came from. Go up the stairs and onto the roof.
 Use the shoe with the footprints in the sand  in  the  corner.  A
 puzzle. Collect the lens from the roof and the bullet casing.  It
 is hard to see but you can move the pointer around until you  see
 it. Go back down the stairs and then to the bazaar's  back  room.
 map, select Easter Island. Map 14, Easter Island: Starting at the
 Airport, go to Tobias' Hut and then show Tobias the safe, he will
 open it and tell you the combination, 5-7-1. Once opened, we find
 a set of keys to the merchant's jeep. Go back to the airp Village.
 
 Map 15, Tuareg Village:
 When you arrive back at the village, go back to the fort. Then go
 to the bazaar, click ont he door to the back room  and  you  will
 hear a dialogue play between the merchant and Ali. Once you  have
 heard this, go back out to the fort, go to the jeep and   use  the
 keys from the safe. This will open the rear  door  of  the  jeep.
 Look inside it and you will find two items, a drive belt and some
 flares. Look at the license plate to the jeep. The numbers  on  t
 little safe was the first three so you assume the  comination  of
 the safe in the back room of the store is the last three. Go back
 to the room and dial in this combination. Turn the handle on  now
 have enough information to free Amir. Go to the Guard and talk to
 him. The resulting dialogue will free Amir. Amir  will  now  tell
 you the secret password to Ahaggar  Mountain,  "Open  Sesame."  G
 Stonehenge. Map 16, Stonhenge: Go to the yard. Once  you  are  at
 the yard, use the drive belt you  found  in  the  jeep  with  the
 tractor. A dialogue with the worker there will play and  then  he
 will hear the phone in the shed ring. He  will  go  to  the  shed
 leaving working tractor. Click on the lever to  the  tractor  and
 the scoop will  lift  the  stone  revealing  yet  another  secret
 passage. Go down the secret passage and into the tomb.  You  will
 find four items there,  a  small  bronze  tube,  a  medallion,  a
 magneto an a broken crystal block. Collect these and inspect  the
 objects in the tomb. Go back to the yard and  then  to  the  map.
 Select Ahaggar Mountain.
 
 Map 17, Ahaggar Mountain:
 Once you are back on Ahaggar, go to the village. Use the lens  in
 inventory with the hole in the fender of yur jeep.  Then  to  the
 "Go to . . ." prompt to the right of the screen. There  you  will
 find a man with a gambling game set up. Play the  game   with  the
 man three times. After the third time, a video sequence will play
 and the man will leave. He will not come back until you take  the
 special snuff box and use the Levitium filings  with  it.  Put  i
 play the game with him and you use the Levitium finder  with  the
 snuff box to find his position. Do this for as long as  you  can,
 then leave. If you play the game long enough, he will give you th
 cave and talk to the holy man. You will tell him the password and
 he will let you into the secret part  of  the  cave.  A  dialogue
 sequence will play and, once it is over, talk to  the  man  again
 will activate the machine. Open the compartment to  the  left  of
 the magneto. You will insert the gem you took from the  one  eyed
 man into the compartment. You can now play the recorded message o
 click on the helmet. You should go over to the machine and put on
 the helmet. A  movie  will  play.  Repeat  this  with  the  other
 medallions you have found in the tomb at the medieval church  and
 the movies, exit the cave and go  to  the  map.  Select  Rum  Cay
 Island.
 
 Map 18, Rum Cay Island:
 After arriving at the island, go to the painter. Use the  picture
 that Tobias gave you of Easter Island with the painter. She  will
 ask you to get her some canvas to paint the picture you want  on.
 Use the Parchment that you found in the trunk in the  secret  room
 of the museum. She will begin painting. Go to the Pier and ehaust
 all dialogue options with the sailor do not however  go  back  to
 the ocean floor. Leave the pier and go back to the first scre
 
 Map 19, Easter Island:
 Got to the Stone Head and then to the lighthouse. Go  inside  the
 lighthouse and use the flares that you found in the jeep with the
 beacon. There is a handle to the bottom left of this.  Click  ont
 he handle and it will turn the beacon toward the cave.  This  will
 cause a movie to play. The ballon is now blocking the  beacon  so
 we have to leave the light house and  go  to  Tobias'  Hut.  Once
 there, talk to Tobias. He will be uncooperative. That is fine, le
 to the map. Select Rum Cay Island.
 
 Map 20, Rum Cay Island:
 Once you are on the island go to the painter. Talk to her and she
 will give you the finished painting. Leave and  go  back  to  the
 map. Select Easter Island.
 
 Map 21, Easter Island:
 Go to the stone heads and  then  to  Tobias'  Hut. Show  him  the
 paintng. He will think it is a  treasure  map  and  go  look  for
 treasure, leaving the ballon unattended. Go  to  the  ballon  and
 turn the handle on the  burner.  This  will  deflate  the  ballon
 letting  the cave get light. Go into  his  hut.  There  are  three
 objects there you need to collect. Collect  the  piece  of  glass
 from the broken window, collect  the  chrome  spraycan  from  the
 table and the jack. Leave the hut and go to the cave. Once inside
 the cave, use the rubber tube with the stream of water to get the
 water into the bowl to the left. The door will open and you  will
 now be able to go into the tomb. When inside the tomb,  take  the
 jack and use it with the slab of rock blocking the  alcove.  This
 will reveal the alcove and let you take the medallion.  You  will
 also find a map there, take it. Leave the cave get  back  to  the
 map and go to Ahaggar Mountain.
 
 Map 22, Ahaggar Mountain:
 Go to the  cave  and  the  machine  in  the  back  room. Put  the
 medallion that you took  from  Easter  Island  in  the  machines'
 compartment and put on the helmet. A movie will play. You are now
 able to decipher the coordinates on the map if you examine it  by
 left clicking. This will give  you  a  new  map  coordinate,  the
 Yucatan.
 
 Map 23, The Yucatan:
 Once you arrive at the forrest, click on the "Go to . . ." prompt
 to the left of the screen. This will take you to the pyramid  and
 enter the open door. Inspect all of  the  objects  in  the  room.
 Leave the pyramid and go back to the forest. In the  forest, click
 on one white flower, you will collect it. Use the chrome canister
 with the piece of glass. You now have a mirror, place it  on  the
 ray of sunshine behind the  flower.  A  sequence  will  play  tur
 minute. Go to the "Go to . . ." prompt to the  right,  this  will
 take you to the holy man's hut. Talk to him and he will give  you
 a list of things you need to do. The first  thing  is  getting  a
 yello dialogue will play. Leave the screen and get the map to the
 Medieval Church.
 
 Map 24, Medieval Church:
 Go inside the church and down to the first level of  excavations.
 If you go over to the right you enter another part of  the  floor
 and see some metal bars. There is a rat there, but it is black so
 you can't see him. Place the rat bait in front of the  metal  bars
 or use it with the rat. Either way, now walk back  to  the  first
 floor of the church. Go back down and the rat will have eaten the
 bait and can now be placed in inventory. Leave the church and
 
 Map 25, Ahaggar Mountain:
 Go to the village and then to the butcher's shop.  You  will  see
 the bone left behind by the termites. Collect this item  then  go
 to Easter Island.
 
 Map 26, Easter Island:
 Go to the stone heads screen. Tobias  will  now  be  digging  for
 treasure there. Talk to him and he will tell you that he actually
 discovered treasure on the place marked "X" on the map  you  gave
 him. H eiwll run off to Las Vegas. Leave and go to Rum Cay  Island.
 
 Map 27, Rum Cay Island:
 Go to the pier and talk to the sailor. Tell him that  he  brother
 went to Vegas to blow the treasure money. The sailor  will  leave
 for Las Vegas leaving the pier unattended. Take the metal fishing
 net and go to The Yucatan.
 
 Map 28, The Yucatan:
 Go to the pyramid and you will see a snake to the bottom left  of
 your position. Use the drugged rat with the snake. The snake will
 eat the rat and become docile. Pick up the snake. The  bird  that
 the holy man mentioned earlier is in a branch of  the   tree  near
 the top of the screen. Put the cartridge case that you got on top
 of the Algerian Fort into the bronze tube and, use  it  with  the
 egg, the snake and, the thigh bone. This will trigger  an  exchan
 the thigh bone and play for the snake. The snake moves  his  head
 in a pattern:
 
 UP, UP, RIGHT, UP, UP, DOWN, UP
 
 Now that this is done, go back to the open room in  the  pyramid.
 Move the snake's head in the listed order by pushing the  buttons
 under the head. A door will open after doing this. Go inside  the
 room. There is a solar calendar on the wall, examine it   and  you
 will  find  that  the  Atlantian  that  crashed  here  threw  the
 medallion into a small lake. Once this monologue has  played  and
 you have inspected all the objects in the room, go  back  to  the
 holy ma in the relief is not far. He will take you there. The way
 to the lake is blocked by a crocodile. Use  the  metal  net.  The
 holy man will now jump into the lake and search for  the  objects
 in the relief. Inspect the idol near the lake. Notice  the  patte
 of heads, it is with the happy faces looking at  each  other  and
 the angry faces looking away from each other. Go back to the  hut
 and you will find eight stones with carvings on  them  looking  a
 the pyramid and arrange the blocks, corresponding to the carvings
 above the holes. This will cause another room in the  pyramid  to
 open. Go to this room, inspect everything you can  but,  you  sho
 and talk to him. He will give you a medallion, go back to Ahaggar
 Mountain.
 
 Map 29, Ahaggar Mountain:
 Go to the cave and then to the mechanism in  the  back  room. Put
 the Medallion you found in the Yucatan  in  the  compartment  and
 click on the helmet. A video will play but the  solution  to  the
 puzzle in the last rom of the pyramid  will  cut  off  before  it
 reveals the solution. He will give you hints though. Go  outside,
 it is snowing because of  Blower's  tampering  with  the  weather
 controller. Go to the map and head off to the Yucatan.
 
 Map 30, The Yucatan:
 Go to the room in the temple with the color puzzle.  Arrange  the
 colors by clicking on the stones in the following order:
 
 Heads: Black/Blue/Red/Green/Yellow
 Gems: Blue/Red/Green/Black/Yellow
 
 The tombstone will move out of the way allowing us to go into the
 hidden room. Go into the room. You can collect a working  crystal
 cube here. Take it and leave. Go back to the forest and the map -
 go to Stonhenge.
 
 Map 31, Stonhenge:
 Go to the center stone in the monument. Use the  working  crystal
 cube with the stone. Put the Levitium finder ontop of it. After a
 couple of seconds, it will begin to flash  various  colors  in  a
 pattern. When the stone turns red in the sequence,  collect it. If
 it is placed  in  the  inventory,  it  will  say  "Fully  charged
 Levitium Finder." If you click on it  when  it  is  flashing  any
 color, it won't say this. Go to the map and then go  to  Rum  Cay
 Island.
 
 Map 32, Rum Cay Island:
 Go back to the pier and talk to the sailor. Get him to  take  you
 back to the ocean  floor.  Once  you  are  down  there,  use  the
 Levitium finder as the key to the portal. The  portal  door  will
 open and you should go in. The door will shut behind you and  you
 won;t be able to reopen it. Click ont he door to the right and  a
 dialogue with Helen will occur. Click on the  filing  cabinet  to
 your left, this should open it's doors. Click on the stairs ab to
 it. Use the press pass with the air vent. A dialogue will follow,
 you will tell her the nickname of the  editor  among  the  staff,
 "Slavedriver" and she will let you  in  the  room.  Once  inside,
 needs. Go outside the room and to the fist room. There is  a  "Go
 to . . ." prompt to the left of the screen, click on it and
 
 
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