Moments Out of Time is a highly open-ended game. The point of most walkthrus is to get you to the game's goal as quickly as possible, without regard to what you may or may not see along the way. In Moments Out of Time, what you see along the way *is* the goal. As such, this guide will enumerate the things that are "along the way" for you to see. Moments Out of Time does not feature much in the way of "puzzles", at least not in the traditional sense. It does, however, include what I call "dependencies", conditions that must be met before some game element is made available to you. For example, you must unlock a door before you can go through it. This does not, in itself, constitute a puzzle because going through the door is not necessary to continue progress in the game. In Moments out of Time, it is up to the player to decide which doors interest him. Although the game manual is mainly aimed at those unfamiliar with interactive fiction, this game contains several unusual paradigms. The manual pages entitled "Moments out of Time Special Commands", "Navigating Menus", and "The StreamDive Console" should be read by all players. Additionally, the manual contains important information on the compatability of this game with various interpreters. Please read this information if you experience any difficulty with the game display. The Introduction: Necessary actions: Take the StreamDive Console, some chips, and one other piece of equipment from the equipment locker. Go east from the office to begin your mission (You will be asked for confirmation before leaving this section) In the core, just wait until your StreamDive begins Recommended Actions: Read the mission description by examining the display Read the StreamDiver manual Hazards: If you don't leave the office after the third warning, your mission will be cancelled, ending the game Starting Equipment: You will only be able to take five chips and one piece of other equipment. This is *not* a "divine which tools will be important" puzzle. Every piece of equipment has its uses, and most pieces of equipment allow access to some game element not otherwise available. However, if you do not take the Datastore, you will be unable to get a satisfactory rating at the end of the game. For your first playing, I recommend the following equipment: DataStore Scan chip Shield chip Interface chip Cryptography chip Autokey For subsequent playings, try substituting other equipment. The Map and Library chips will not directly influence what you are able to see. Main game section: From the StreamDiver Manual, you should know that your final evaluation is primarily dependent on the number of rooms you visit and documents you collect. The following lists show the location of every scored room and document Room: Dependency (key): First floor - Laundry Room Wire key | autokey Dining Room none Behind the Stairs none Back Hall none Powder Room Wire key | autokey Pantry none Kitchen none Hall none Living Room none Living Room Closet Brass Key (A) | autokey Second Floor - Master Bathroom knife key | autokey Bathroom none Closet Magnet | autokey Girl's Bedroom deadbolt key | autokey Bedroom Closet Brass Key (B) | autokey Master Bedroom Wire key | autokey West Hallway none Upstairs Landing none East Hallway none Boy's Bedroom Wire key | autokey Sealed Room Large key | autokey Nook none Attic Sealed room | probe (via vents) Lower Floor - Spare Bedroom Wire key | autokey Downstairs Bathroom none Office antique key | autokey Downstairs Landing none Den none Basement Negotiate fallen boxes, Exterior key | autokey Shelter autokey Documents: Document: Location: Dependency: Mission Description Prep Room, Datastore none StreamDiver manual Prep Room, Datastore none Grocery Receipt Kitchen (on the refrigerator) none Report Card Kitchen (on the refrigerator) none Family Photograph Dining room none Kaldeki article Powder room none Recipe Kitchen (in the cabinet) none Letter to Julia Hall (on the table) none Hall letter Hall (in the bible inside the drawer) Encoded; use crypt chip Shelter Literature Living Room Closet (in the winter coat) Account Worksheet Office, in the computer Interface chip Electronic mailbox (1) Office, in the computer Interface chip Code Fragment Boy's bedroom, in the computer Interface | guess password Electronic Mailbox (2) Boy's bedroom, in the computer Interface | guess password Current Events HW Shelter, in the computer Interface | password Suicide note Shelter, in the computer Interface | password Vent Letter Upstairs vent shaft Probe, crypt chip Newspaper Article Hall Only available from 785278.943 - 785278.946 Data Disc Message Attic Interface Letter (1) Girl's room, in the dollhouse crypt chip Letter (2) Girl's room, in the dollhouse crypt chip Code Book (old) Girl's room, in the dollhouse none Code book (new) Girl's room, behind the easel none Watercolor painting Girl's room, on the easel none Diary (fake) Bedroom Closet, under the boxes none Photo of Julia West Hallway none Photo of Jim East Hallway none Memo Spare bedroom, on the memo pad scan chip Diary (real) Downstairs Bathroom, in the toilet tiny key | autokey crypt chip, new code book LZ-50 video Shelter, on Julia's body Recharge with charger then use interface Visualizer recordings: Location: Dependency: Basement Downstairs Landing Upstairs Landing Boy's Bedroom (1) Read e-mails from Michael Pendragon Boy's Bedroom (2) Read fake diary entry for June 12 Master Bathroom Upstairs Bathroom Dining Room Den Girl's Bedroom Bedroom Closet Find fake diary Hallway, East end Laundry Room Other: Object: Location: Wire key Pantry, inside the lazy susan Brass key (a) Laundry room, in the lint trap of the drier Knife key Master bedroom, under the bed Deadbolt key Den, in the couch Magnet Nook, in the window seat Brass key (b) Girl's Bedroom, in the dresser Tiny Key Upstairs Bathroom, behind the toilet Large key Hall, inside the bannister (remove the ball) Little closet Behind the stairs, use steel key or autokey Steel Key Back hallway, behind the painting Antique key Master Bedroom, in the dresser Exterior key Office, in the wastepaper basket Password to Julia's Computer Girl's Bedroom, on the dresser. Use scanner or clean with furniture polish Eye charger Girl's Bedroom Large data recordings Boy's bedroom computer, Julia's computer. Use interface and blank chip Medicine bottle Upstairs bathroom, in the cabinet Spam Pantry Eye recharger Girl's bedroom Data Disc Attic RUR code Inside the downstairs vent shaft Pitfalls: There are two opportunities to have the game prematurely end. The first of these occurs at 785278.741, when an explosion will cause the boxes in the basement to topple. If the player in in the basement, he will be killed. If he is not present, the boxes will fall, blocking the ways into the basement. The player must complete his examination of both basement and survival shelter before this occurs. Alternatively, if the player has the shield, he will survive the falling boxes. Moreover, the shield will deflect the boxes as they fall, leaving the basement open for the rest of the game. The second pitfall occurs from 785278.942-785278.995. A thief will enter the house and explore the lower floors. If the player and the thief are in the same room at the same time, the game will end unless the player is cloaked. If the player is using the probe, the game will end if the looter comes upon *either* the probe itself, or the player's body. The StreamDive Console will warn the player whenever the thief approaches. To get the Newspaper Article document, the player must read the newspaper left by the thief before he picks it up again, the first time he is in the entry hall. Endgame: The endgame will automatically begin when time expires. This normally occurs 12 hours (game time) after the dive begins, but this time is reduced for every turn during which the shield is active. If the StreamDive console is not in reach of the player when time expires, the player will be trapped in the past and dies immediately afterward. You may also begin the endgame early, using the "RECALL" command on the Dive chip During the endgame, your final evaluation is determined by Joxley Douzen. It is based on the following elements: 25% - Number of rooms seen (excluding vents) 5% - Visualizer recordings 50% - Documents 20% - "Discretionary Points" given out during the interview The discretionary points are awarded as follows, one percent per item: (Questions which refer to a specific document will not be asked unless the document is in your datastore) - Not removing any object from the past, with the exception of anachronisms - Answering "shelter" (and having been there) when Joxley asks about the rooms - Answering "vent" (and having been there) when Joxley asks about the rooms - What is the name of the female child? (julia) - What is the name of the male head of household (james) - What is the name of the male child (jim/stephen) - What is the name of the female head of household (katia) - What became of Julia (shelter/suicide) - Which eye was artifical (right) - How were marital relations (bad -- only get the point if you've seen the master bathroom visual as evidence) - Why was the diary so juvenile (fake) - Why was the real diary encoded (mother/spy) - (Kaldeki article) What was interesting about the article (kaldeki) - (code fragment) What is the code fragment (ai) - (large data recording) What is it? (brain scan) - (Eye video) What happened to Julia after the video ends (died) - How many people lived in the house (5) - Who was the fifth person (donna) - Explain your reason for bringing things back (tampering, then the name of the particular object) - Other evidence of temporal distortion (name another anachronistic object)