ADVENTURE IN TIME & SPACE
Written by Dorothy Millard
Walk Through by Dorothy Millard (C64 Version)
Scenario
Adventure in Time & Space is a two part adventure which takes you
to many places, including a deserted space station, visiting cave
men, medieval England, into the Alps, a far off planet and the
London suburbs, in your search for the gold key which must be
returned to its proper place in time. Only then can you save the
world from the evil forces.
Walk through
PART 1
SECTION 1 - THE PRESENT TIME
(Start in your laboratory), EXAMINE LABORATORY, INVENTORY (you are
carrying a money pouch and wearing jeans and a T shirt), EXAMINE
POUCH (the money pouch contains two notes and a couple of coins),
EXAMINE JEANS, EXAMINE T (shirt), EXAMINE TIME MACHINE (see a
keyhole), EXAMINE BENCH (find a ring of keys), EXAMINE KEYS (car
and house keys), INSERT KEYS (wrong ones), N (the door slams shut
behind you), N, N (carpark), EXAMINE PEOPLE, EXAMINE CAR, ENTER
CAR (you unlock it and climb in), EXAMINE CAR (you find a torch),
EXAMINE TORCH, E, S (it\'s a one-way street), E (outside a house).
GET OUT (of the car), EXAMINE DOOR, OPEN DOOR (you open it and
enter to a large entrance hall), W (master bedroom), EXAMINE QUILT
(find a piece of paper), READ PAPER (letters “AC” - note these for
later), OPEN WARDROBE, GET CLOTHES (warm), S (bathroom), EXAMINE
CABINET (see a bottle of pills, some shaving gear and a can of
hairspray), GET PILLS, EXAMINE PILLS, GET CAN, EXAMINE CAN,
EXAMINE GEAR (leave the shaving gear), EXAMINE BATH, EXAMINE
TOWELS, EXAMINE SHOWER, USE TOILET, N, E, E (lounge), EXAMINE
SETTEE (find an ID card), EXAMINE ID (has your name and a photo),
EXAMINE TV (find a note), READ NOTE (the password starts with
“R”), S (dining room), EXAMINE TABLE (there are some place mats),
EXAMINE MATS (there is a picture of a beautiful woman), GET MATS,
EXAMINE FLOWERS, GET FLOWERS,
W (kitchen), EXAMINE CUPBOARD, EXAMINE SHELVES, OPEN REFRIGERATOR,
GET FOOD, EXAMINE FOOD, EXAMINE OVEN, W (hall), LOOK MIRROR, W
(blue bedroom), EXAMINE BUNK BEDS (there is a lump under the
blankets), EXAMINE LUMP (find a sparkling blue gem), EXAMINE GEM,
EXAMINE TOYS, GET TOYS, EXAMINE DOLLS, PLAY DOLLS (you play with
the dolls), E, S, E (pink bedroom), MOVE CHEST (underneath was
hidden a small round key), EXAMINE KEY, W, W (study), EXAMINE DESK
(it has a drawer), OPEN DRAWER, GET GLOVES, EXAMINE GLOVES,
EXAMINE COMPUTER, ON COMPUTER (you switch it on), TYPE COMPUTER (a
message appears on the screen \"The second letter in the password
is “E”), E (hall), EXAMINE TABLE (there is an open book), READ
BOOK (a paragraph has been underlined \"Sailing down the river on a
raft\"), OPEN DOOR.
S (garden), EXAMINE FLOWERS, EXAMINE LAWN, EXAMINE SHED, DROP
KEYS, DROP MATS, WEAR CLOTHES, E (into shed where it\'s dark),
LIGHT TORCH, GET ROPE, EXAMINE ROPE, GET SHOVEL, EXAMINE SHOVEL, W
(back to the garden), DIG (you find the *RED KEY*), DROP SHOVEL,
GET MATS, S (narrow alleyway), W, N, N, W (back to the carpark),
S, S, EXAMINE DOOR (to the laboratory - it has a slot), INSERT ID
(the door opens and you go through to the laboratory), INSERT RED
(key in the Time Machine - lights flash... you are transported to
another place).
SECTION 2 - DESERTED SPACE STATION
(Start in a deserted space station), DROP FOOD, DROP MATS, DROP
ROPE, E (locker room), GET SUIT (as you move the spacesuit a
passcard falls out), EXAMINE SUIT, GET PASSCARD, EXAMINE PASSCARD,
OPEN LOCKER (with the small round key), DROP ROUND (key), EXAMINE
LOCKER, GET HELMET, EXAMINE HELMET, W, N, E (sleeping quarters),
EXAMINE BUNKS, PUSH NUMBER (on the bunk), TURN HOOK (the bunk
moves revealing a secret passage leading east), E (secret room),
EXAMINE STAIN (in the middle is a button), PUSH BUTTON (a panel
slides across revealing a pair of heavy magnetic boots), GET
MAGNETIC (boots), EXAMINE MAGNETIC (boots), W, W, S (to where the
airlock is), REMOVE CLOTHES, WEAR SUIT, WEAR HELMET, WEAR MAGNETIC
(boots), ENTER AIRLOCK (to outside), U, GET OBJECT (you take small
heart shaped object), EXAMINE OBJECT (it\'s magnetic and resembles
a key), D, N (back inside).
DROP SUIT, DROP HELMET, DROP MAGNETIC (boots), N (metallic
corridor where you hear a buzzing sound), N (an electronic barrier
prevents you), EXAMINE DOOR (there is a small shelf under the
light), PUT PASSCARD (on the shelf - the door slides open and you
enter the control room), EXAMINE PANEL, WEAR GLOVES, PUSH SWITCH
(suddenly there is silence), DROP GLOVES, PUSH BUTTON (you got a
cup of instant coffee), EXAMINE COFFEE, DRINK COFFEE (yeuccchhh),
E (silence now), N (large room), EXAMINE DOORS (no handles or
knobs), EXAMINE LIGHT, EXAMINE PANEL (in the middle there is an
octagonal hole), PUT GEM (in the hole - the three doors
automatically open).
NW (maze of twisty tunnels), W (to where there is some large
mutant insects), EXAMINE INSECTS, SPRAY INSECTS (with the can of
hair spray - they crawl off into a hole), D (into the bowels of
the space station), READ SIGN (beware - do not go past this
point), EXAMINE COBWEBS (you find the *BLUE KEY*), U, E, E (you
are starting to feel ill), EAT PILL (you feel better already), E,
E, E (a small door to the west is closed), OPEN DOOR (using the
small heart shaped object... you go through to the large room),
DROP OBJECT, DROP PILLS, S, S, GET FOOD, GET MATS, GET ROPE,
INSERT BLUE (key in the Time Machine - lights flash... you are
transported to another place).
SECTION 3 - CAVE MAN ERA
(Start on an open plain), S (to where the hunting party is),
EXAMINE HUNTING (party - they are looking for food), GIVE FOOD
(they look pleased, take it and disappear back to their caves), W,
EXAMINE RIVER, W, EXAMINE VEGETATION, GET PICK, EXAMINE PICK, E,
E, E (bottom of a rocky outcrop), EXAMINE ROCK (you find a pair of
studded climbing boots), GET CLIMBING (boots), EXAMINE BOOTS (your
size), WEAR CLIMBING (boots), U (top of rocky outcrop), GET AXE,
EXAMINE AXE, D, W, N, E (wooded country), CLIMB TREE (you have a
view of the surrounding countryside), CHOP TREE, GET TIMBER,
EXAMINE TIMBER, W.
NW (mouth of a large cave), ENTER CAVE (a caveman is here
brandishing a large club), EXAMINE ROCKS, EXAMINE CAVEMAN, GIVE
MATS (he is fascinated by the picture on the place mats and
leaves), W (deeper into the cave - the west wall has marks on it),
EXAMINE WALL, EXAMINE MARKS (it seems someone has been trying to
get through), USE PICK (to create a small hole), DROP PICK, ENTER
HOLE (to where the river is), WEAR CLOTHES, EXAMINE CLOTHES (there
is a pocket in the jacket), BUILD RAFT, EXAMINE RAFT, S (you climb
on the raft and float along with the current to an underground
tunnel), EXAMINE RIVER (you find the *GREEN KEY*), PUT GREEN (key
in your pocket), SE (the raft tilts and you drop everything except
your money pouch and the clothes you are wearing - you land on a
path by the river), E, N, GET GREEN (key from your pocket), INSERT
GREEN (key into the Time Machine - you notice a screen in the time
machine.... the letters \"TION\" are flashing - you are transported
to another place).
PART 2
SECTION 4 - MEDIEVAL ENGLAND
(Password is) REACTION (you are on a hilltop), EXAMINE ROCKS (you
pick up a piece of flint), EXAMINE FLINT, GET ROCK, D, U (it is
too slippery to get back up), W (lonely path), SEARCH UNDERGROWTH
(you uncover a rope hanging down from the cave above), CLIMB ROPE
(to cave but you find it difficult to see), EXAMINE GROUND (very
soft), DIG (you have nothing to dig with - not really necessary
anyway as you can feel how soft the ground is), FEEL GROUND (you
discover a bag of salt), GET SALT, EXAMINE CREVICE (there\'s
something there, but you can\'t quite see what), WAIT (until your
eyes grow accustomed to the light), EXAMINE CREVICE (you see a
package tucked up in one corner), GET PACKAGE, EXAMINE PACKAGE (it
is wrapped in brown paper), UNWRAP PACKAGE (find some explosives).
D, E, N (icy path), N (you slip and finish up in an inelegant
position), EXAMINE ICE (you notice a piece of coarse string stuck
in the ice), GET STRING (it won\'t budge), BREAK ICE using the
small rock), DROP ROCK, GET STRING, THROW SALT (you spread it on
the ice), N (to where the snowdrift is blocking the way), INSERT
STRING (in the explosives - you create a fuse), DROP EXPLOSIVES,
LIGHT FUSE (using the flint - the force of the blast clears the
snow drift), E (small village), N (blacksmith\'s shop), GET SWORD
(no way we don\'t give things away here), BUY SWORD (he doesn\'t
recognise your money and refuses it), REMOVE CLOTHES (warm), TRADE
CLOTHES (for the sword and armour), S, WEAR ARMOUR, E (village
square), FIGHT KNIGHT (in armour who concedes defeat - you are
beginning to feel very cold), N (into an old thatched cottage -
you feel the warmth of the fire), S, W, N (back to the
blacksmith\'s shop), REMOVE ARMOUR, TRADE ARMOUR (and sword for the
warm clothes), WEAR CLOTHES.
S, E, S (inside the pub), EXAMINE TROPHIES, EXAMINE PICTURES,
EXAMINE BENCH, EXAMINE PUBLICAN, BUY DRINK, DRINK DRINK, EXAMINE
TABLE (you pick up a small bowl), N, N (cottage), GET STEW (in the
bowl), EXAMINE STEW, S, E (to where the old lady is), EXAMINE LADY
(she looks hungry), GIVE STEW (she thanks you and tells you to
look in the mouth of the publican\'s trophies), W, S (into the
pub), LOOK MOUTH (you find the *YELLOW KEY*), N, W, W, S, S
(bottom of steep hill), U (the ground has thawed a little and you
manage to scramble to the top but drop the flint), INSERT YELLOW
(key in the Time Machine - lights flash... you are transported to
another place).
SECTION 5 - ALPINE REGION
(Start at the bottom of a mountain), U, U (to the top), SEARCH
VEGETATION (you notice an old bucket), GET BUCKET, EXAMINE BUCKET,
D, D, S (mountain path), CLIMB TREE (you are sitting amongst the
branches), BREAK BRANCH (it falls to the ground), D, GET BRANCH,
S, EXAMINE POND (the circular pond is slimy, stagnant and
uninviting), GET SLIME (in the bucket – note do not enter the
pond).
W (snow path), CLEAR SNOW (using the branch - you uncover an old
rusty oil lamp), GET LAMP (rusty), EXAMINE LAMP, (the rusty lamp
looks as if it could be made serviceable), N (you are entering a
blizzard), N (the weather is getting bad, are you sure you want to
continue?), YES (you are lost in a blizzard), N, GET WOOD (sturdy
piece of wood), E, E (to where the snow monster is), EXAMINE
MONSTER (it\'s large and has bright shiny eyes which are looking at
you), THROW SLIME ((into the monster\'s eyes - the slime
temporarily blinds it and it stumbles off into the blizzard -
don\'t return here later as the monster has a long memory).
N, E (supply shop), BUY EQUIPMENT (climbing - the shopkeeper takes
the notes and coins from your wallet in exchange), DROP POUCH, GET
LAMP (the shopkeeper says he needs it), SHOW LAMP (you show the
rusty lamp to the shopkeeper who he takes it into his back room
and shortly returns with it alight - you thank him and leave
through the side door to a narrow winding path), D, S, S, E (you
use the climbing equipment to get past the rockslide and up to the
ledge), E (dead end where you can see because you have the lamp),
EXAMINE SAND (see footprints), FOLLOW FOOTPRINTS (you are standing
in front of a large boulder), MOVE BOULDER (too heavy), LEVER
BOULDER (using the piece of sturdy wood - you find the *BLACK
KEY*), S, W, D, N, N, DROP EQUIPMENT, DROP BUCKET, DROP WOOD,
INSERT BLACK (key in the Time Machine - lights flash... you are
transported to another place).
SECTION 6 - FAR OFF PLANET
(Start in an underground chamber), N (the guard chases you out
because you have no authorisation), W (smaller chamber), READ
MAGAZINE (see a picture on the front showing someone climbing into
a large metallic object), EXAMINE CLOCK (it\'s not working), WIND
CLOCK (it starts to tick), E, READ SIGN (“Prohibited Area”), WAIT
(until the clock chimes 12.00 o\'clock), WAIT (once more until the
guard rushes past you to find out what\'s happening), N (metallic
looking tunnel), E (storeroom), DROP CLOTHES, GET SUIT (silver),
EXAMINE SUIT, WEAR SUIT (you now look like the guard), W, N, E
(dead end), GET PICK.
W, W (kitchen - the door closes behind you), EXAMINE BENCH (you
find a small knife), PRESS 1 (a red protein pill was emitted from
the chute), PRESS 2 (a blue protein pill), PRESS 3 (a purple
protein pill - leave the pills they are red herrings), PRESS 4
(nothing happens - if the door is open it closes), PRESS 5 (the
door opens), PRESS 6 (a cupboard above your head opens), EXAMINE
CUPBOARD (find a whistle), GET WHISTLE, PRESS 7 (nothing happens),
PRESS 8 (you hear a click in the distance), E, S (the guard
salutes you), W (into an office - the click you heard in the
kitchen was this door opening), EXAMINE DESK (you see a paper
clip, eraser, notepad and a pen), GET CLIP (leave the rest), E, S,
W, NW (damp dreary passage), OPEN DOOR (you don\'t have the key),
PICK LOCK with the paper clip).
N (the door slams shut behind you), W (rocky terrain), EXAMINE
ROCKS (one of the rocks has a hairline crack in it), USE PICK (an
odd shaped sliver of plastic falls out), GET SLIVER, EXAMINE
SLIVER, SW, S (rough ground), EXAMINE TREE (on it you see a blue
pear shaped fruit), PICK FRUIT (do not eat it), CUT FRUIT (with
the knife - you find a pip inside), S, SE (you are standing
outside a tall metal object), E (as you go east a voice booms
\"Show authorisation please\"), SHOW SLIVER (you insert it in a slot
and an opening appears, you go through and it closes behind you -
you are inside the metallic object), U (to the top), EXAMINE
PEDESTAL (you find the *SILVER KEY*), D, N, E (back to the
underground chamber), DROP PICK, DROP SUIT, INSERT SILVER (key in
the time machine - lights flash... you are transported to another
place).
SECTION 7 - LONDON SUBURBS
(Start in an underground tunnel), EXAMINE OPENING (you pull out a
clear plastic card), EXAMINE CARD (it has numbers embossed on it),
S, S, S, W (a giant rat is here), EXAMINE RAT (not friendly),
THROW PIP (it gives the rat the pip and it runs off to find the
nearest sewer), S (art gallery), EXAMINE PAINTINGS, MOVE PAINTING
(you notice some numbers scribbled upside down on the wall... 8961
- turn around to read 1968), S, E (foyer - the door slams shut
behind you), EXAMINE BAR (you pick up some food), EXAMINE FOOD,
ENTER BAR (to behind the bar), PUSH SWITCH, S, READ SIGN (“Beware,
Security Door”), EXAMINE DOOR (it has a small slot and a nozzle
set into it), INSERT CARD (the door slides open).
E (deserted street), S (a vicious wolfhound is here), EXAMINE
WOLFHOUND, GIVE FOOD (the wolfhound grabs it and slinks off), E, S
(the door\'s locked), BLOW WHISTLE (door opens), S (into a large
warehouse), MOVE CRATES (see a sledgehammer), GET SLEDGEHAMMER,
EXAMINE SLEDGEHAMMER, S (small office), EXAMINE SAFE (has a dial),
DIAL 1968 (the safe opens), EXAMINE SAFE (find a dirty grey key).
W, S (the shed door is locked), SMASH DOOR (with the
sledgehammer), S (small shed), EXAMINE SHELVES (in amongst the
paint tins you see a can of solvent), GET SOLVENT, EXAMINE
SOLVENT, N, W (river bank), CLEAN KEY (a little dirt came off -
you can see a glimmer of gold), USE SOLVENT (it dissolves the
dirty grey paint - you have the *GOLD KEY*), N, W, N, N (back to
the dreary underground tunnel where the Time Machine is), INSERT
GOLD (key in the Time Machine - lights flash... you have been
transported to another place).
CONGRATULATIONS MASTER ADVENTURER
You have succeeded in finding the GOLD KEY.
You return the key to its proper place in time.
Thanks to you the world is now safe from the evil forces.
--
Originally found on Dorothy Millard\'s site at
http://dorothyirene.fateback.com