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Lost in Time manual

                              LOST IN TIME

                  ð  S P A C E   T I M E   P O L I C E  ð
          TOP SECRET: MISSION REPORT BY AGENT MELKLOR APRIL 2092

This report summarizes the events that lead to the arrest of JARLATH EQUS
who was responsible for stealing a valuable sample of the element AMERICI-
UM 1492.  He hid the radioactive material in the past, endangering the eq-
uilibrium of the time continuum.  For this reason the Space-Time Police w-
ere assigned to handle the case.

The Disks enclosed with this manual will allow you to relive this mission
as DORALICE PRUNELIER.  She is a woman who was selected without her awar-
eness by the Central Computer of the Space-Time Police because of her hi-
storical-Temporal ties with JARLATH EQUS.

LOCATIONS:

The events in this game take place in three locations and two time periods:

1992 - Manor de la Prunelier - Atlantic Coast - Europe.
1840 - Ship - The @Briscarde - Caribbean Sea.
1840 - Island of St. @Cristobald - Caribbean Islands.

ð  C R I S T O B A L D  I S L A N D - 1840

In 1840 the treasure belonged to a tribe on the West Coast of Africa.  H-
oping to take it back without attracting the attention of the Space-Time
Police, Jarlath decided to establish himself on a Caribbean Islands by m-
arrying the daughter of a rich plantation owner.  Taking advantage of the
slave trade, he sent for the treasure as well as for a few slaves.  Then,
on the island, he prepared the final part of his plan:  He hired a pirate
to wreck his ship with the treasure aboard near a seaside manor he had p-
urchased on the coast of Europe.  In this way the treasure would be safe-
ly hidden from the Space-Time Police.

COMMENTS:

We find ourselves facing a sensitive case of temporal manipulation with
recursive characteristics.  The percentage of paradox having reached a c-
ritical ceiling, an upheaval or even the destruction of the inner struct-
ure of the universal biological inheritance must be anticipated.  Only t-
he extraction of the disturbing element from the factual context can cor-
rect the perverse effects.

ð  S U G G E S T E D  P O I N T  O F  I N T E R C E P T I O N: PARIS - 1992

TRAVELING IN SPACE AND TIME

At the end of the 20th century modern biologists were already using the
retro-evolution of sick cell which allowed them to go back to a healthy
structure and influence a new and positive evolution of the organism.  At
the same time theoreticians in thermodynamics were demonstrating the mac-
roscopic reversibility of the two scientific fields, it took less than a
century to develop the techniques necessary for the evolution of matter
to the past. The purpose was not to rejuvenate the subject but to rejuve-
nate his environment.  This technology, which today has been miniaturized
allows us to go back in time.

Professor Falco, Specialist in quantum mechanics from his book "The Past
Future", (January 2092)

AMERICIUM 1492

A trace of this element was first detected by accident on a meteor fragm-
ent owned by a family of collectors fro more than a century.  Chance pla-
yed a role a second time when a crystal weighing several tons was discov-
ered approximately one hundred feet below the surface of the Gulf of Mex-
ico.  It was determined in a laboratory located on a satellite, that the
crystal could withstand extraordinary temperature and rates of accelerat-
ion.  The Applications for an element with these properties would be rev-
olutionary, especially for the military.  One detail needs to be mention-
ed:  The element has been given the atomic code name Americium 1492.  It
is composed of heavy molecule and has a high level of radio activity that
lasts 3000 years.  This may jeopardize it's immediate application since
it cannot be used as long as it is radioactive.

Professor Falco, Specialist in quantum mechanics from his book "The Past
Future", (January 2092)


  E V A L U A T I O N  A N D  P S Y C H O L O G I C A L  P R O F I L E
     OF DORALICE PRUNELIER BY COLONEL @ORSON, RECRUITMENT SPECIALIST

The year is 1992.  the subject is a young woman, 27 years old and extrem-
ely intelligent.  She works as a ship's captain which allows her to be f-
inancially comfortable.

NOTE: She is a gambler.  Everything she earns disappears!

Her job is a good reflection of her independent nature and her restlessn-
ess.  She prefers the danger of jungles to the luxury of palaces.  Her f-
ather is an ethnologist, a famous Brazilian singer with the Opera of Man-
aus.  The subject lives in a luxurious apartment in Paris where she often
entertains her many friends and enjoys cooking exotic meals for them.  S-
he has a taste for fine liquors:  Whiskey, rum and cognac.  her favorite
drink is the Pina Colada.  Her favorite foods are eggs prepared in any a-
nd all imaginable ways with anything and everything.  She adds salt and
pepper before tasting and likes spicy hot dishes.

She loves old-style jazz, she hates chess but adores Go.  She cannot und-
erstand bridge but plays Scrabble with her best friends.  She is healthy
and strong and has taken up several different sports:  Hang gliding, aik-
ido, and scuba-diving, there is nonce that she really prefers.  She does
not smoke.  She detests weapons.  She is not gullible or superstitious.
She believes in science and is always searching for new sensations and u-
nusual activities.  She touches everything but does not take time to exa-
mine things more closely.  For this reason she gave the impression that
she is superficial.

Sometimes she appears thoughtless or reckless.  She loves difficult situ-
ations where her judgement, observation skills and deductive-mind can be
tested.  She has a passion for old American TV series particularly MacGy-
ver, Colombo and Mission Impossible.

The subject is stable and well-balanced.  She has all the attributes req-
uired to accomplish the mission that will lead to the arrest of Jarlath
Equs.


     R E P O R T  C O N C E R N I N G  T H E  A C T I V I T I E S  O F
    JARLATH EQUS BY PROFESSOR NATHANIEL (EXPERT IN TEMPORAL CRIMINOLOGY)

ð  E U R O P E - 2092

JARLATH EQUS belongs to the "new generation of historians" who specializ-
e in the synthesis of history and physics and are involved in the confid-
ential research program studying travel in space and time.  He has stolen
a sample of Americium 1492, a newly discovered material with revolutiona-
ry military applications, which he plans to eventually use for great per-
sonal gain.  Unfortunately 3000 years are necessary for this material to
become safe to use because it has the unpleasant quality of being radioa-
ctive.  Jarlath has devised a daring plan:  he traveled back 3000 years
in time and hid the sample beside a mummy in a golden Egyptian sarcophag-
us.  Then as the years have gone by, he has kept track of his "treasure".


                  T H E  N E W  E V E N T - MAY - Nø90
 T H E  C O N C L U S I O N S  O F  T H E  "AMERICIUM 1492"  A F F A I R
              AN EXCLUSIVE INTERVIEW WITH AN S.T.P. AGENT

THE NEW EVENT: Agent Melklor, can you remind us of the role of the Space-
Time Police in 2092?

MELKLOR: As you know, recent discoveries allow us to travel back in time
with the use of a simple instrument worn on the wrist that generates an
intense magnetic field.  Time travel is a privilege and is limited to a
few trusted people.  The inevitable consequences od such an extraordinary
discovery lead to the creation of the Committee for Temporal Ethics.  On-
ly Observation of the past is authorized.  Any other sort of intervention
is forbidden because of the danger involved.

N.E.: You have just solved the case of the stolen Americium 1492 that we
all heard about.

M.: I'm not the only one who deserves the credit.  We owe much more to D-
oralice Prunelier, a lovely person who lives in 1992, for the solution to
the case.  I met her in 1840, aboard a ship called the Briscarde where I
was working disguised as a cook.

N.E.: It seems that the S.T.P. prefers to use persons from the past for
interventions.  Can you explain to us how she was chosen?

M.: Well, Jarlath Equs, the criminal I was following, not only went back
in time, he also influenced events.  For that reason, the "Theory of Pos-
sible Futures" was to be applied and his fate was doomed.  We just had to
choose from all the possible futures, a temporal line that his death as
punishment and, of course, one that included the existence of Doralice P-
runelier.

N.E.:  Precisely what mistake did Jarlath Make?

M.: His first mistake was to marry, in 1840, velvet @Rochefort de la Pru-
nelier after having caused the death of her father.  His second mistake
was to bring to the island of St, Cristobald his "treasure" (the Stolen
goods) and a slave named Yoruba.  Yoruba had a child with Velvet and Dor-
alice Prunelier is a direct descendant of that child several generations
later.  Our historians descendant the temporal wound caused by those eve-
nts which allowed us to localize Jarlath on this Caribbean Island.

N.E: And you neutralized Jarlath on that island?

M.: Not me, Doralice.  I wasn't able to localize both the individual and
the "treasure".  And I was in danger of losing one or the other.  It was
necessary for him to be confident of his plans in order for me to be able
to track him down.  he wasn't cautious with Doralice, who was a dangerous
opponent.  She was the one who defeated him.

N.E: Has Doralice been informed of her role in the whole affair?

M.: The Code of temporal Ethics forbids such a thing.  She continued her
life in the 20th century.  Normally she wouldn't be aware of anything, b-
ut I really would like her as a partner again.


            C O N T A C T S  D U R I N G  O P E R A T I O N

YORUBA: The descendant of a family of Egyptian priests and the guardian
of his tribe's treasure, the sarcophagus of Pharaoh @Amenotep.  he was
taken from his tribe by Jarlath, who brought him to the island of St. c-
ristobald and made him a slave.  He became the lover of @Jarlath's wife,
Velvet Rochefort de la Prunelier.  Doralice and Melklor will free him w-
hile aboard the ship sailing to Europe.

VELVET: Jarlath married her to inherit the plantation and her father's
name.  Neglected by her husband and lonely during his long absence, she
fell in love with Yoruba and had a child by him.  She will lead Doralice
to Maximin.

PHILIBERT: The Captain of the Briscarde.  Jarlath paid him to sink the
ship transporting the sarcophagus off the shore of the manor he owns on
the Atlantic Coast in Europe.  His men fear him because of his revolver
with a magnetic grip that works only with his magnetized rings.

OSWALD: A sailer on the Briscarde.  He hates the Captain and is waiting
for the opportunity to start a mutiny.  Doralice will help him steal the
Captain's revolver in exchange for the promise that he will help her es-
cape.

MAKANDAL: The healer on the island of St. Cristobald.  he spends his ti-
me trying to avoid the excessive passion of Delia.  Doralice will have
to convince him to heal Yoruba.

DELIA: The fortune teller and Velvet's confidant.  She is madly in love
with Makandal and spends her time concocting love potions to use on him.
She will help Doralice find Velvet.

CELEUCIE: The cook at the plantation and Amilcar's mother.  Velvet entr-
usts Maximin to her care but Jarlath succeeds in distracting her and en-
dangering Maximin's life.

AMILCAR: The young son of Celeucie and Makandal.  He tries to fool Dora-
lice but he will lead her to Makandal.

SERAPION: The storyteller.  he knows everything that happens on the pla-
ntation especially about the arrival of Jarlath and the death of Velvets
father.  Unfortunately, he loses his voice and cannot speak.  When Dora-
lice heals him he will help her to enter the plantation.

MAXIMIN: The son of Velvet and the great-great grandfather of Doralice.
His life is in danger because of Jarlath.

GALIPO: The parrot that Makandal gave to the Captain.  When Philibert l-
ocks Doralice in his cabin it deters her from searching th place.


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            I N T E R A C T I O N  I N S T R U C T I O N S

In order to correctly use the disks enclosed with this manual, please f-
ollow these instructions.  You may use the mouse exclusively.  In the m-
anual "left click" means "click the left mouse button" and "right click"
means "click the right mouse button".

The screen is divided into four areas from top to bottom:

- The icon bar appears when the cursor is brought to the top of the scr-
  een.

- the central area is where the adventure takes place.

- The dialogue box is where text appears.

- The bottom line is where the names of objects, place, and characters
  appear.


           T H E  F U N C T I O N  O F  T H E  C U R S O R S
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HOW TO USE OBJECTS

When you left click the arrow cursor on a object, you pick up the object
and the cursor becomes an object cursor.

- The object goes into your inventory when you right click.

- The object can be used by left clicking the object cursor on another
  object, place or character.  The message: "USE (object) ON (object, p-
  lace or character)" appears on the bottom line.  Left click to proceed
  with the action.  Right click to abort the action.

I N V E N T O R Y

The inventory can be opened by right clicking.  The objects that you cu-
rrently have in the inventory will be displayed.

TO USE AN OBJECT ON ANOTHER OBJECT IN THE INVENTORY:

  1. Take on objects in the inventory by left clinking the arrow cursor
     on the object.
  2. Bring the object cursor to the icon bar at the top of the screen.
  3. Left click the object cursor on the INVENTORY icon.
  4. Left click the object cursor on the desired object.

T H E  I C O N  B A R

Six function keys are available by bringing the arrow cursor to the top
of the screen and left clicking it on the desired icon.  Right click to
exit a function.

  1. CONTROL PANEL
      SAVE: Left click on SAVE when you want to save at a point in the
      game. There are 30 lines on which 30 games can be saved.  Choose a
      line by left clicking on the up or down arrow and the left clicki-
      ng on the desired line.  The name of the place in the game will a-
      ppear automatically or you can type in a different name.

      LOAD: Left click on LOAD when you want to restore a previously sa-
      ved game.  Choose a line by left clicking on the up or down arrow
      and then left clicking on the desired saved game.  Pictures of wh-
      ere the game were saved appear in the window.

      QUIT: Left click on QUIT when you want to quit the game.

      VERSION: Left click on VERSION to see the version number of the g-
      ame.

  2. JOKERS
      There are a few "jokers" available in various places throughout t-
      he game that will give you some hints if you are stuck.  You are
      only allowed to use three.

  3. NOTEBOOK
      Clues (INDEX), dialogues with the main characters (DIALOGUE) and
      what was happening in the game (MENO) are automatically recorded
      (indicated by a flashing notebook icon) and can be checked as oft-
      en as you want.  You also have an additional page (the last page
      MEMO) to type your own notes.  Left click on your choice: INDEX,
      DIALOGUE, MEMO, NEXT PAGE or PREVIOUS PAGE (in MEMO) or EXIT.

  4. INVENTORY
      This is another way to open the inventory.

  5. MOVEMENT
      A "map" of each of the three locations allows you to go directly
      to a place that you have already visited.  Left click on the name
      of the place on the "map" that you want to go to.

  6. OPERATIONS
      MUSIC: Left click on  MUSIC to turn the music on or off.  An ">"
      indicates that the music is on.

      INFO: Left click on INFO to see the date, time, percentage of the
      game completed and total amount of time in the game.


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