The New Adventures of the Time Machine [hints]
Examine your surroundings carefully. Some objects
are hidden and others blend right in with their
surroundings in plain view. You must be positioned
in front of an object in order to pick it up.
Remember that The New Adventures of the Time Machine
is a real-time 3D game. This means that NPC’s (non-player
characters) go about their business, much the same as real
life. They are constantly moving, and therefore will not
always be in the same location i.e. the gardener who was
gardening in one area may have moved to another when you
pass through Hourglass Square a few minutes later. You may
find it necessary to follow a character and keep talking to
them before they stop and hear you.
Technical Note: Because of the real-time nature of The New
Adventures of the Time Machine, your system may occasionally get bogged down, after a long period of play or on a slower machine, by the continuous stream of instructions required to keep the virtual world “alive”. The solution to this is to save your game and reboot your machine. It is also recommended that you close all unnecessary programs such as anti-virus software that may be running in the background to free up your system resources.
Jad Garrul is the amount of magic energy you have available
at any point in the game. Use your Jad Garrul wisely:
Magical spells use different amounts of Jad Garrul, and
do not last very long, so must be reinforced as necessary.
With practice you will be able to determine which of the
spells you have obtained are appropriate for each situation.
In some areas you may want to use more than one spell at a
time, i.e. your Chronomatic Mask or Armor along with the
Invisibility spell. You may also want to immediately
activate a Counter spell if your opponent has used a spell
to drain your Jad Garrul. Whenever possible, use your Wrist
Jadger as it has unlimited energy, instead of your de-
harmonize spell, which will drain your Jad Garrul. Later
in the game you will have the opportunity to obtain a
Chronophore which is a very powerful weapon and should be
used instead of either the Wrist Jadger or the De-Harmonize
You can restore your Jad Garrul points by using any one of
the following inventory items that you collect along the way:
Black Salt Crystals and Shell of Time.
Your sand points are the amount of health you have available at any given time. This is shown by a colored bar beside your Jad Garrul in the Nautilus icon. Full green is maximum health. As you lose health the bar goes to yellow, orange and finally red. It is wise to keep your health as close to full as possible. This can be accomplished in two ways:
1. Using inventory items that you collect such as sand herbs
and sand globes will recharge your sand points.
2. Using your Hourglass Ointment spell on yourself until you
are completely healed.
Each time your character changes ages during a Time Wave,
your Jad Garrul and Sand points are restored to maximum.
The Charged Hourglass of Ashes will fully recharge both your Sand and Jad Garrul points.
Make sure you set up your spells and useful inventory items
such as your Wrist Jadger so they respond to your number
keypad. There are situations where you may have to use several spells at the same time, draw and fire your weapon, then reinforce your spells again. Setting up your keys (while in a safe location) will help you respond quickly in a difficult situation. This is accomplished by the following actions:
1) For magic, go into your Chronomatic menu by pressing “c”
on your keyboard.
2) Select a spell by clicking on it (making it active). Press
a number key 1-9. The number will be visible in an offshoot
pod in your menu. Pressing that number from then on will
cause that spell to show as your 'active' spell until you go back into your Chronomatic menu or set up another spell by keypad.
3) Continue setting up your spells, then close the Chronomatic menu. Now when you select those numbers you will see the active spells change according to your configuration. You can set up common inventory items in the same way, such as your weapons, Black Salt Crystals, etc. by going into your inventory menu, press “I” and selecting a number from 1-9 in the same method
Note: you can change shortcut keys at any time.
Saving a game
Saving a game will take up half a Jad Garrul point, so you
must plan carefully. Save before you enter a dangerous (or
unknown) situation. Make sure you save after you have defeated a difficult foe or completed a tough challenge, so you will not have to go through it again if you die.
Hints (For Episode 1 - From the Official Strategy & Solutions Guide)
Hourglass City Your character begins in a courtyard just off the U-shaped street. Control Wales forward. Press the action key and pick up the object on the ground. It is the Nautilus. Pick it up, then turn and go into the alleyway. Turn left (the other direction is blocked by a cart). A young boy speaks to you; thankfully you discover the inhabitants in this strange place speak English. The boy isn't very helpful because he can't remember anything, but he suggests you speak to the priests of the Sand God. He also tells you to come to him if you have something to trade.
Take the right alley and continue down it until you reach the columns of Hourglass Square. A cut scene shows a panorama of the large hourglass in the middle of the square. Walk right up to the Hourglass monument. If you turn right, you can walk up the steps to a Palace, but you will not be allowed entry. Instead, turn left. Walk past the first path, which is a dead end. Take the next path on the left. Speaking with people you encounter will help you learn where the Sand Temple is, and what the Hourglass monument in the center is for.
As Wales reaches the archway, you witness a cut-scene portraying a temporal storm. People begin to change ages, some grow older and others grow younger. Wales himself has become a boy again. Continue through the open archway and down the street until you reach Temple Square. Walk forward a little to the left Look at the altar. On the left hand side is a wooden bowl. Position Wales directly against the wall of the temple, in front of the bowl and take it.
Continue around the temple until you reach a darkened altar.
There is a man dressed in a blue sarong and a red shirt,
praying in front of it. You can see a weapon there but the
man won't let you get near enough to it. Turn left and continue around the temple until you reach an entrance. Go inside the temple and speak to the priest. He is praying at the large statue in the center. The priest explains that the temporal wave removes the memories of everyone except for the sacred guards and the priests, in exchange for protection. The memories are stockpiled and kept by the Sand God Khronos. You learn that the Shekandar monks in the desert are masters of magic and they may possibly have a solution to your predicament. The priest suggests that
you go inside the Chronomatic Sphere to find some answers.
Walk to the sphere, climb up its stairs and push open the
Inside the sphere you notice how strange it is that such a
small sphere can contain such a large cavernous area. You
have also been given duplicate sand points and Jad Garrûl
allotment for inside the sphere. Walk forward and you will
see a Lemur before you. He observes that you have magical
qualities and suggests that you touch the blue crystals to
learn some spells. There are three spells to take in the
cavern. Familiarize yourself with the area as subsequent
spheres are laid out in the same manner but the spell crystals are placed in different locations in subsequent caverns you will encounter. Take the De-Harmonize, Warp and Hourglass Ointment spells. Speak to the Lemur before you leave the sphere. The Lemur will tell you the purpose of each and says you can practice inside the sphere without using up your Jad Garrûl. Leave the sphere.
The temple priest approaches you and says now that you have
awakened your magical power, you must go to the monastery.
Before you can pass through the desert though, you must find a certain relic that will lead you there. Leave the temple.
Turn left and go past the first darkened altar back to the
altar with the Wrist Jadgar in the left top corner. Now that the man dressed in the blue and red sarong is gone you can reach the weapon. When you touch it, it becomes activated. Take it and put it into your inventory.
Turn around and go towards the merchant's (old woman) stand. Touch the basket to the left of the stand three times. There is something inside that squawks each time you touch it, annoying the woman. After you touch it the third time, she goes over to the basket to try to quiet whatever is in there. Quickly, take the chance while her back is turned and dash behind the counter. (If you cannot perform this act quickly, she will come back to you and tell you to get out from behind her stall. You will have to use the Warp spell to make yourself invisible and then take the ointment.) Unless you are very quick, the old woman will return to her stall before you have a chance to pick up the Vissahid ointment from behind the counter. If she sees you, you will not be able to pick up the ointment. Instead, she will challenge you and try to shoo you away from stealing her wares. You must return to the basket and start
Take the Vissahid ointment and head around the temple until you reach the street to the left of the lily pond (the street from which you entered the Square) to return to Hourglass Square. Walk up to the Hourglass monument and turn left. Take the second left pathway. If you get to the big gate, you have gone too far.
Turn left at the garden path. Walk down the path until you reach the gardener (he is the gentleman wearing the teal green shirt and cap, tending to his plants). If you take too long in locating him, you will have to search around the garden for him. Once you find him, engage the helpful fellow in conversation. Keep talking to him until he gives you the sand herbs. Leave the Hourglass Square by the street you originally took to enter it. Turn right
and go to the U-shaped street, up to the merchant stand with the white and brown striped awning. You should recognize this area as it is near where you first landed your machine.
Due to the temporal storm, the merchant boy you met earlier
is now a large, old man who has been forced to stoop over
with age. When you talk to him he asks you to find something for his terrible backache. Give him the ointment. He gives you a relic. It is a compass; exactly what you need for traveling in the desert. Say \"yes\" when asked if you want to trade. Offer him the bowl and he will trade a knife for it.
Turn back and take the path to Hourglass Square. Walk up
to the Hourglass monument and take the second path to the
left back to Temple Square. Walk around the temple to the
old merchant woman's stand (where you made the bird squawk
and then took the ointment). Take the road just to the right of the stand, not the lane behind the temple.
You enter a cut scene where you observe a guard who shoots a young boy for allegedly trying to steal his Tripodon. Approach the guard and blast him with either your De-Harmonizing spell or your Wrist Jadgar. You must keep hitting him with the spell or firing the Wrist Jadgar at him as he will protect and defend himself by firing back at you. Keep firing until he is de-harmonized. Take the Tripodon.
A cut-scene shows your character traveling through the desert to the monastery.
End of Episode 1
Episode 5 -The Rebel Camp (This is also the episode played
in the Demo)
Walk over to the other pen containing a Tripodon. To the right of the pen is a honey cactus tree. Use your knife to cut off a piece. Talk to the Tripodon caretaker. Offer him the honey cactus. In exchange, he offers you a drink of Ashfire.
Go over to the man with the Wrist Jadgers and speak to him.
Touch the Wrist Jadger. It is now recharged! Speak to the man again and he will give you a Sounding Stick to help you through Ulmoreth's Arch.
Turn around and go to the large tent to the left of Willoughby's pen. Show the rebel standing in front of it your Hourglass and he will give you a charged Hourglass. Go in the tent.
Ashamira offers you some black salt crystals that you gratefully take. Talk to her again and she gives you some important last-minute advice. Cast the Voyage of the Arch spell in front of the red, thorny Arch, roughly standing in the area where a pattern on the floor looks like arrows pointing inwards. A doorway appears.
Go through it.
-- from lord x