The Timelord S Handbook PDF
The Timelord S Handbook PDF
By Harry Lafnear
Time Bandit:
The Arcade Adventure
By Bill Dunlevy & Harry Lafnear
Copyright © 1989, 2010 by Harry Lafnear
All rights are reserved. No portion of this book may be copied, transmitted
or otherwise distributed in any form without the written permission of the
author.
The Timelord’s Handbook is a companion manual to Time Bandit, an original
software program created for the Atari ST by Bill Dunlevy & Harry Lafnear.
Amiga conversion by Timothy Purves. IBM/Tandy conversion by Timothy
Purves & Harry Lafnear. Cover art by Dean Armstrong.
Time Bandit is copyrighted © 1985, 1987, and 1988 by MichTron, Inc.
The Timelord’s Handbook does not suspend or alter the copyright of the original
Time Bandit software or documentation.
Time Bandit text, graphics, and art appear in this book by permission of
MichTron, Inc.
Getting Started. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Treasures, Adventures, and Treachery Too . . . . . . . . . . . . . . . . . . . . . . 11
To the Spirit of the Challenger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
The Arcade Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Activating Your Time Portal. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Loading on the Atari ST . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Loading on the Amiga . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Loading on the PC . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
The Main Screens . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Selecting Controllers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Starting a Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Watching the Demo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Viewing the High Scores . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Travelling Through Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
The Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Using the Timegates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Objectives. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Escape . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Treasures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Bounty . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Regeneration. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
The Quest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Special Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Text Adventures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Saving and Loading Game Buffers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Friends, Foes, & Other Hazards . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Life-Levels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Portals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Characters & Creatures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Denizens of the Timegates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Monsters of Fantasy and Ancient Egypt . . . . . . . . . . . . . . . . . . . . . 29
Vermin of the Old West . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Horrors of the Future and Deep Space . . . . . . . . . . . . . . . . . . . . . . . 31
Duel Mode and “Shadows” . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Part 2: The Clue Book . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
General Strategies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Choosing the Proper Joystick. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Playing Tips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Overall Strategy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
The Blanket Verse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
The Lands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Deciphering the Maps. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
The Timegates. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Ancient Egypt
The Sentinel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Cheops’ Curse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
The Guardian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Fantasy Lands
Castle Greymoon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
King’s Crown. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Underworld Arena. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
The Old West
Bomb Factory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Ghost Town . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Hotel California . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Arcadia’s Shadowland . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Future Worlds
Gridville . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
Major Hazard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
Omega Complex. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Deep Space
Darkside Dare . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
The Excalibur. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
Welkin Island . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
Part 3: The Story . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
Timelord History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
The Alantian Book of the Past . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
Beginning With Death. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
As Time Passes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
The Kiri Invasion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
The Hand of Faight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
Secrets Known and Unknown . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
The Time Bandits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
Timelord Science . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
Temporal Technology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
Why Four Dimensions? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
The True Structure of the Universe. . . . . . . . . . . . . . . . . . . . . . . . . 114
Time Theory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
The Quickest Computer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
The Paradox Effect, Part 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
The Paradox Effect, Part 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
The Source. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
The Writing on the Wall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
The Colling 723 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
The Weapon’s History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
Its Technology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
Here, Now, Real . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
7
Using this Handbook
“When the story is your own, don't be anxious for its ending.”
—Timelord Histories.
• Part 3: Fiction
Learn the history of the Timelords, and the basic principles of their
amazing technology.
• Part 4: Perspectives
How was Time Bandit created? Who are the people behind the
scenes? Has anyone reached “The End?”
8
PART 1:
THIRD-EDITION MANUAL
9
Getting Started
T H I R D – E D I T I O N M A N U A L
10
THE TIMELORD’S HANDBOOK 11
Loading on the PC
Running the DOS Version Under Windows
1. Turn on your computer.
2. If running from a floppy drive, insert the Time Bandit disk into an
appropriate drive.
You may also run the game from a hard drive. Just copy all the files
from your master Time Bandit disk to an appropriate folder.
3. Use Windows to open the folder with the Time Bandit files.
4. Double-click on the BANDIT.EXE icon or filename.
5. When the gray loading panel appears, press any key.
6. When the panel opens, use the arrow keys or press V to select VGA
(for best graphics), and then press Enter.
7. Enter the password.
For copy protection (sorry), the game requests a specific word from
the original manual. Assuming you no longer have the old manual,
use the list on the following pages. Just type the appropriate word
and press Enter. The game will then start.
If the list doesn’t include the correct word, press Esc or X to exit the
prompt, and try reloading the game for another word.
Resolution Problems?
If the game appears too large or too small for your screen, press Alt-
F10 to try using full-screen mode. If the game window minimizes, click
on the game’s tab in the Windows task bar.
If full-screen mode doesn’t work (maybe you’re using an external
monitor connected to a laptop), try changing the resolution of your
desktop:
1. Press F10 to exit the game.
2. Right-click an empty region on your desktop, and select Properties
from the pop-up menu.
3. On the Display Properties window, select the Settings tab.
4. Use the Screen Resolution slider to select a lower resolution since
Time Bandit was originally designed for 320x200 pixel output.
5. Click Apply to test the resolution change, and OK to accept it.
6. Retry running the game.
THE TIMELORD’S HANDBOOK 15
Selecting Controllers
The Title Page shows which game controller each Bandit is set to
use. You can switch between Keyboard or Joystick ports for each
Bandit. Press F1 to change the controller to be used for Bandit One, or
F2 to change Bandit Two’s control device.
Starting a Game
From the Title Page, press 1 for a One-Bandit game or 2 for Duel
(Two-Bandit) Mode. Pressing any other key advances you to the High-
Scores Page.
The daily scores are reset whenever you end the program. The
Timelords are saved to disk.
On the PC version, Timelord scores can be reset (if desired) by
deleting the TIMELORD.HS file from the disk (using the appropriate
operating system tools).
You can begin a game from the High-Scores Page by pressing 1 or 2.
Any other key returns you to the Title Page.
Travelling Through Time
T H I R D – E D I T I O N M A N U A L
20
THE TIMELORD’S HANDBOOK 21
The Controls
Main Controls
• Arrow keys: Moves your Bandit in the desired direction. For
diagonal movement, press the proper combination of keys.
• Spacebar: Fires a missile in the direction your Bandit is facing.
• Esc: Exits adventure messages.
Optional Controls
• Joystick: Moves your Bandit in the desired direction. Use the fire-
button to fire a missile or to exit adventure messages.
• P: This activates your unlimited Timestop device. To resume
normal play, press the Spacebar.
• Q: Quit Game option. Press Q twice to stop play and return to the
Title Page, or any other key to resume play.
PC Overdrive
Because different PC systems run at different speeds, the PC DOS
version of Time Bandit has an automatic speed control to make
playability on all systems more consistent.
On slower machines (circa 1990), the game runs as fast as possible.
If you have performance problems running Time Bandit in VGA mode,
you can increase speed by using CGA instead. This may be more
practical than getting a faster computer, but hardly as satisfying.
On faster machines (circa 1990), Time Bandit reaches a maximum
speed chosen for good playability. On powerful systems, the program
must actually slow itself down to be more playable. However, if you
prefer, you can run the game “full tilt:”
Press the TAB key to turn speed control off or on.
On modern PCs, the game may actually run too quickly for non-
cybernetic individuals to play, even with speed control turned on. If the
game becomes obviously too fast, I suggest using an emulator to run
either the Atari ST or Amiga version of Time Bandit.
22 THIRD-EDITION MANUAL
Objectives
Escape
Once you go into a new land, you are trapped! To escape, you must
use the pulsating Keys (worth 150 cubits) to open the pulsating Locks
(worth 250 cubits). When you pick up a Key, it appears beneath your
score. You can then open any Lock. You can carry only one Key at a
time, and it only opens the first Lock you touch. When all Locks are
opened, you can reach the Way Out. You will then be returned to the
Timegates to choose another land.
Treasures
Collect the various treasures along your journey. We won’t tell. The
first treasure you reach in each land is worth 100 cubits, the second 200,
the next 300, and on and on!
Bounty
Shooting the evil Guardians (nearly anything that moves!) is
always fun. Not only do they crackle and sizzle, but depending on your
degree of bravery (Manner), you will be awarded up to 50 cubits
bounty! Fast action and heroic efforts are well rewarded. Your current
Manner and bounty value are shown beneath your score and Life-level
indicator.
Regeneration
Regeneration is vital to the Bandit’s survival. You receive one extra
Life-level for every 1,000 cubits you earn.
24 THIRD-EDITION MANUAL
The Quest
Each land in the Timegates (except for the Excalibur)
has 16 different levels: four major phases (1 to 4), each
with four sub-levels (A to D). Each time you reenter a
land, you advance to the next level. As your skill
increases, you will be able to go farther into each land,
seeing new areas, creatures, and situations appear. The name of the
land and the current level are displayed on the bottom of the screen as
you play.
Six of the lands contain items of tremendous power and
significance. These are the Great Artifacts. Locating them is certain to
bring you health, wealth, and power. As with any object of value,
however, the Artifacts are well hidden and well defended. No one said
this was going to be easy.
It is the ultimate goal of the Bandit (and the ultimate challenge from
the Creators) to conquer the game: defeat phase 4D, the last level of
each land, find all the Artifacts, and reach... whatever happens then at
“The End.”
Special Movement
Some lands feature objects that affect your motion:
Text Adventures
The verbs GET and USE are the basis of most commands. Try them
first. If one command doesn’t work, try restating it in a number of
different ways. Don’t hesitate to write down notes and special codes.
Read everything very carefully; subtle clues and changing text are easy
to overlook.
Finally, in most messages, the command INV (short for Inventory)
provides a list of the things you are carrying.
26 THIRD-EDITION MANUAL
If using a floppy disk, be sure your original Time Bandit disk is un-
write-protected in the proper drive and press Enter.
A message is displayed when a buffer is done being saved. A tone
is then sounded to let you know if the action was successful. If you do
not hear a tone, the program could not find the original game disk or
was blocked by the write-protect tab. Correct the situation and try
again.
Note: When saving a game to a buffer, the old contents of that
buffer are erased. You may want to record on paper which buffers you
use and what is in them. Also, a One-Bandit game cannot be loaded
during Duel Mode play, and vice versa.
Friends, Foes, & Other Hazards
T H I R D – E D I T I O N M A N U A L
27
28 THIRD-EDITION MANUAL
Life-Levels
You start your adventure as a stout Bandit with 14 Life-levels.
However, if any of the creatures, traps or other perils catch up with you,
you lose one Life-level.
If you are hit when your Life-level is empty, the Bandit is dead! That
is, unless you reload a saved game buffer (see page 26) or are playing
in the Duel Mode (see page 33).
Portals
Shadows
When travelling with a partner, sooner or later, whether by
slavering monster or “stray” bullet, one of you will have an
“accident.” Behold the result. Shadows can’t be killed, but
are easily stunned.
Enforcers
These craft roam in search of Bandits who have “nothing
to do.” Any Bandit caught by them is “escorted” to
whichever land is in greatest need of help. Enforcers are
invulnerable, but can be deflected.
THE TIMELORD’S HANDBOOK 29
Cubes
These strange, living crystals are very rare. They are also
impervious to the Bandit’s weapons. The most you can
hope to do is deflect them away with the force of your
missiles.
Glaives
These blades act as an enchanted security system. Glaives
move in a straight line, reversing direction when they hit a
wall. They are virtually indestructible, but can be out-
maneuvered if you time things carefully.
30 THIRD-EDITION MANUAL
35
General Strategies
T H E C L U E B O O K
36
THE TIMELORD’S HANDBOOK 37
For the PC
Using an standard PC analog joystick? Going mad? Don’t despair;
there is a precision alternative. You can play Time Bandit using digital
joysticks like those mentioned above.
Using a special LPT joystick adapter cable, you can attach an Atari-
style joystick to your PC’s parallel printer port. Although MichTron no
longer exists to sell the original version of the adapter, there are a
number of websites provide wiring diagrams so that you can make
your own.
THE TIMELORD’S HANDBOOK 39
Playing Tips
Here are a few things you may notice (and take advantage of)
during your journey. Use these tips to get an edge over the Guardians
(or another Bandit).
The Pivot: This technique lets you stand in one spot while turning to
firing missiles in different directions. To execute this technique,
stop (don’t move or fire) for just an instant, then press and hold the
fire-button. Once the fire-button is pressed, you can use the controls
to fire in any direction without moving. To resume moving, release
the fire-button for an instant and go.
The Key: Keep an eye on your Key indicator. Don’t waste time looking
for a Key when you’re already carrying one, or going for a Lock
after forgetting a Key. Wasted time is wasted Life-levels.
Treasure Freeze: Most creatures stop when you take away one of their
precious treasures. The more valuable the treasure, the longer they
pause with worry. A smart Bandit times treasure pick-ups carefully.
Surprise! When you drop down a hole, spring up a ladder, or teleport
to another location, it takes a moment for the creatures to notice.
Use your immune time to get to safety.
Shaking the Hounds: Creatures generally do not climb ladders or use
teleporters. Using such devices yourself is a quick way to shake
your “devoted followers.”
Carry a Compass: Wherever you go, be mindful of the general direction
to the Way Out. That will give you a good reference for making a
mental map of the land.
Don’t Flip Out: When you enter a
land, be sure to take the “flip” into
account: A levels are mapped nor-
mally, but B levels are mirrored
up-down, C levels are mirrored
left-right, and D levels are turned
totally upside-down.
Positioning: In enclosed spaces, take small steps. Standing in halls,
corners, or doorways limits the directions creatures attack from.
Blast the area ahead until secure, and only then move on. In open
areas, the strategy is reversed: run for it. Creatures will have less
time to react, countering their tendency to surround you.
Be a Hero. Be honest and persistent in your adventures and fate will
smile upon you. Lie and cheat, and you may find yourself on the
path to ruin. The trick is to be both heroic (successful) and a Bandit
(rich) at the same time.
40 THE CLUE BOOK
Overall Strategy
Experienced Bandits keep the following in mind:
Never go into an easy land when you are at or near full strength.
Your Life-levels top out at 15, and you will just waste any extra Life-
levels that you earn. Instead, use the easy lands for healing yourself
after a big battle in a tough land.
Since the Bandit starts off with 14 Life-levels, use this powerful
position to immediately attack the land you think is going to cause the
most trouble later. We’ll take a wild guess that it will be Darkside Dare.
Build Darkside up to high levels as quickly as possible. Use the early
(and hopefully easy) levels of your next-most troublesome lands to
replenish your lives as needed.
When Darkside becomes too difficult, concentrate on advancing the
levels of the next harder lands (probably Bomb Factory and Welkin
Island). This time, use the early levels of the moderately difficult lands
to regain your strength.
In this way, you will always have a selection of very tough lands
ready for an attempt to conquer, and a variety of easier lands to
“vacation” at and rebuild your strength.
THE TIMELORD’S HANDBOOK 41
42
THE TIMELORD’S HANDBOOK 43
Maps are included for any land that contains sections of great
physical challenge or confusion. In such areas, familiarity and
advanced planning can save your Life-levels.
In most cases, maps of both A and B levels are shown. By a quirk of
geometry, the same maps illustrate C and D levels simply by tuning the
book upside down.
The following symbols appear in most of the maps. Other special
symbols are explained in the maps’ accompanying text.
Key
Lock
Way Out
Treasure
Small Obstacle
One-way door
Ladder up
Ladder down
Pit
Teleporter
Creature portal
Fireball or Glaive
Land hazard
S G
44
THE TIMELORD’S HANDBOOK 45
46
THE TIMELORD’S HANDBOOK 47
16 Levels: 1A-4D
Plenty of action and mystery. And rocks.
Buried Alive!
A cave-in has wiped out the lower passages of this land. These
maps show the old paths where you must blast through the rubble.
Ladders and pits are marked with letters and arrows. To find where
one leads, locate its matching letter on the floor indicated by the arrow.
For best results, follow the letters alphabetically.
THE TIMELORD’S HANDBOOK 49
These maps show the areas as they appear in 4A and 4B. For maps
of 4C and 4D, turn the book upside-down.
Cheops’ Curse
T H E C L U E B O O K
50
THE TIMELORD’S HANDBOOK 51
Apep Watches
Guarded by the presence of the Twin Sphinxes, the
tremendous pyramid, burial tomb of an ancient
Pharaoh, lies abandoned. Or rather almost abandoned,
for the Guardians have come to this land in search of the
dormant powers said to lie at the heart of the Pharaoh’s
tomb.
The mystic powers are found to be all too active, though, and not
even the Guardians have managed to navigate all the twisting corridors
or pass the deadly traps. Something great indeed must be hidden in
these ancient halls. As you approach the answer, you will hear the curse
of the ancient protector Apep. Will you challenge the ancient powers,
or is there another way into the tomb?
16 Levels: 1A-4D
A special adventure links all three Egyptian lands.
These maps show the areas as they appears in A and B levels. For
maps of C and D levels, turn the book upside-down. Also, in lower
levels, some of the areas shown are not available.
These maps show the areas as they appears in A and B levels. For
maps of C and D levels, turn the book upside-down. Also, in lower levels,
some of the areas and objects shown are not available.
The Guardian
T H E C L U E B O O K
56
THE TIMELORD’S HANDBOOK 57
16 Levels: 1A-4D
Action challenges and text-puzzles.
* There are two exits. Pick the correct one for a bonus challenge.
None too soon can you seek the sight of the Sentinel:
The first four ways rounds will then fall before your feet.
The Slides
These pictures, carved well after the Guardian was constructed, are
found on the walls of the first chamber:
An Ancient Allegory
A cracked tablet in the depths of this structure contains another set
of untranslated glyphs:
THE TIMELORD’S HANDBOOK 59
These maps show the area as it appears in A and B levels. For C and
D maps, turn the book upside-down.
Castle Greymoon
T H E C L U E B O O K
60
THE TIMELORD’S HANDBOOK 61
16 Levels: 1A-4D
Includes special puzzles and a text-adventure.
♣ Clubs
To win this round of the Mad Hermit’s card game, you must find
the object which makes the best club.
If you’ve managed to visit the cellars of Greymoon during previous
games, you may have noticed that the Hermit’s actions haven’t really
been all that mad. In most ways, the old man seems rather ordinary.
Listening closely, however, you soon realize that you can hear him
softly mumbling.
Straining to hear the Hermit’s quiet talk, you pick up pieces of his
humble ravings:
♥ Hearts
Now you must find something to represent hearts. This time, you
can hear the Mad Hermit softly humming...
♠ Spades
Grave-dirt! That’s what he wants this time. He knows full well the
catacombs are haunted. Well, there’s more than one way to settle a
spirit. Once again, the Mad Hermit quietly mumbles...
♦ Diamonds
The Mad Hermit claims you will need something of great magic to
beat his hand this time. Assured of his victory, the smug old man
murmurs only one thing:
64
THE TIMELORD’S HANDBOOK 65
16 Levels: 1A-4D
Special action challenges.
From first of one to last of three, the road is not paved in gold.
These maps show the area as it appears in A and B levels. For maps
of C and D levels, turn the book upside-down.
Underworld Arena
T H E C L U E B O O K
68
THE TIMELORD’S HANDBOOK 69
Gauntlet of Doom
Although built by medieval men, the Underworld
Arena reflects some older Romanesque attitudes.
Gladiators battle in the Arena for the Emperor’s favor,
but like to dispose of intruders as well—particularly
Time Bandits.
The Arena itself is of a very devious design. If you manage to
survive long enough to win your freedom, there is still danger. Choose
the wrong exit, and you must journey into the underground realm of
the Margh Worm to find the last Key!
Later, there’s the danger of gaining the Emperor’s approval. And
why is this dangerous? Once the Emperor recognizes your skills, he
will command that you battle an ever larger Margh Worm to the death!
(Anything for a good show.) Then if you choose the wrong exit, there is
the Warrior’s Gauntlet to face! It’s do or die in this insidious coliseum.
16 Levels: 1A-4D
Action related adventures.
These maps show the area as it appears in A and B levels. For maps
of C and D levels, turn the book upside-down. Also, some of the objects
shown are not available in the earlier levels.
THE TIMELORD’S HANDBOOK 71
The Gauntlet
Here, you must face a number of deadly tests. In the map below,
“trigger” spots are marked with an X.
In the Lightning Chamber, run along the marked path.
When you first step into the Glaive room, the rushing blades will
bounce away. You have lots of time to plan your run.
In the Duel Mode, each Bandit has his own track through the
Gauntlet. If your exit is blocked by a boulder, just move into the alcove
near the boulder to lift it again.
These maps show the areas as they appear in A and B levels. For
maps of C and D levels, turn the book the other way.
Bomb Factory
T H E C L U E B O O K
72
THE TIMELORD’S HANDBOOK 73
Zero Survivors
“There’s been a terrible accident at the ol’ Bomb
Factory!” That’s what people say, but you know better.
The bombs seem unnatural, almost alive. And the
machine making them? It’s completely out of control.
There’s something strange going on in this land, and it’s your job to
shut it down. If only it was that simple.
Careful with your weapon fire: those bombs go off at the slightest
provocation. And watch where you step; with all the recent fireworks,
the floor isn’t as sturdy as it used to be. If the bombs don’t get you, one
slip into the snake-infested cellar might!
16 Levels: 1A-4D
Pure arcade action.
Playing Tips
Recognizing Duds
“Dud” bombs make for easy points. They do not explode when
shot, and are easy to recognize: they are the slowest rollers.
Quick-Draw
If you see that a rolling Bomb is definitely going to hit you, shoot it!
You’ll may be hit by the explosion, but at least you’ll get some Bounty.
74
THE TIMELORD’S HANDBOOK 75
16 Levels: 1A-4D
Includes a text-adventure.
To Be Continued...
Like an old-time western, this adventure comes in installments. At
various levels, new things appear for you to puzzle over.
Some problems, like opening the vault, can’t be solved until you’ve
accomplished things in earlier levels. If everything goes well, the
adventure can be completed as early as 3C. It is a good idea to check
every building in each level so as not to miss new events.
Sets of Nine
There are five possible sets of
letters. Here they are with a clue to
their true order:
A E E H L R S S T
E E E G L MN N T
E E I O R R R T Z
A C E I MN R S T
A C E E H N N R T
Hotel California
T H E C L U E B O O K
78
THE TIMELORD’S HANDBOOK 79
16 Levels: 1A-4D
Action, action, action.
80
THE TIMELORD’S HANDBOOK 81
Virtual Vacation
Take a journey to Arcadia, electronic realm at the
heart of the machine universe. In Shadowland, the
digitized Bandit finds himself on the eerie playing field
of a familiar arcade game.
There are no Keys and no Locks. Instead, you must
adhere to the Rules of the Game: sweep the field clean of dots to escape.
Only the Shadows attest that this isn’t just a game anymore.
These Shadows are the husks of dead Bandits, reprogrammed to
defend the capsules they once came to plunder. You are their last hope:
trigger the power capsules to suspend the Shadows’ conditioning, then
rescue the blue Shadows for Bounty. But beware: the Shadows will
attack when their conditioning is reasserted.
16 Levels: 1A-4D
Pure arcade action.
Cubit Values: Dots are worth 10 cubits and power capsules are worth
50. Bounty for blue Shadows begins at 100 cubits and increases with
each Shadow rescued, up to 400 cubits maximum.
Playing Tips
Shadowland is the best place to earn Life-levels: especially in early
levels. Save this land for “healing.”
Sweep away dots in an organized way. If you leave stray dots
laying about, you may have trouble finding them later.
The dots near the Shadow generator are the most dangerous to
reach. To be safe, clear them after triggering a capsule.
Between power capsules, the Bounty value for rescuing blue
Shadows resets to 100. For a better score, prevent the value from
resetting by triggering a new capsule before the old one runs out.
Finally, use the teleport zones at the sides of the maze to lose
tracking Shadows and for momentarily immunity from attack.
Gridville
T H E C L U E B O O K
82
THE TIMELORD’S HANDBOOK 83
16 Levels: 1A-4D
Includes unique challenge areas.
84
THE TIMELORD’S HANDBOOK 85
General Suffering
Enter the dungeon of the future. A large array of
treasures have been stored here, waiting for the Bandit
bold enough to claim them. Dodge past increasingly
complex patterns of fireballs to reach your treasures,
and prepare to face the incredible creatures at the heart
of the maze. One thing is certain here: Major Hazard deserves the name.
16 Levels: 1A-4D
Plenty of action challenges.
Attributes 1A-1D 2A-2D 3A-3D 4A-4D
Locks/Keys 1 2 4 6
Treasures 2 3 4 6
Areas 1 1 2 4
Difficulty Hot Burning Blazing Inferno
These maps are accurate for the PC version of the game. The layout
is only slightly different for the Atari ST and Amiga versions.
THE TIMELORD’S HANDBOOK 87
These maps show the areas as they appears in A and B levels. For
maps of C and D levels, turn the book upside-down. Also, in lower
levels, some of the areas and objects shown are not available.
Omega Complex
T H E C L U E B O O K
88
THE TIMELORD’S HANDBOOK 89
16 Levels: 1A-4D
Wild arcade action and eye-melting animation.
90
THE TIMELORD’S HANDBOOK 91
16 Levels: 1A-4D
A mind-numbing action battle.
Darkside Bright
These maps show the land at its most complex. In lower levels,
many of the areas shown are not available.
THE TIMELORD’S HANDBOOK 93
These maps show the areas as they appear in A and B levels. For
maps of C and D levels, turn the book upside-down.
The Excalibur
T H E C L U E B O O K
94
THE TIMELORD’S HANDBOOK 95
A Typical Episode
After investigating some strange activity on
Planetoid Voracious-12, the legendary starship
Excalibur and her heroic crew are in grave peril.
By the time the Bandit arrives, the crew is missing
and the ship has been disabled by a powerful alien attack force.
As the enemy plots to invade a secret research station and unleash
a new terror on the free universe, the ship begins its plunge to
destruction on the hostile planetoid below.
Now it’s up to you to save the ship, the crew, and all humanity. In
other words: business as usual.
Attributes 1A 2B 3C 4D
Locks/Keys 1 2* 3* 4*
Treasures 3 5 6 7
Areas 7 7 7 7
Difficulty Easy Medium Hard Difficult
State of Emergency
Civilized races have definite duties to one another. One of these
duties is to aid individuals in distress. Only barbarians would sit by
and watch as fellow beings struggle for life.
It is vital to interplanetary relations to insure that no Fleet starship
fails its humane duty. To this end, a Fleet Law has been established:
Federation Code: Fleet Vessels, 14a, Emergencies
A Fleet starship shall respond to the immediate aid of any
vessel determined to be in a State of Emergency. Aid shall then
be proffered in accordance with the Emergency Response
Procedures.
The first responsibility of any Fleet Captain remains the
safety of his own ship and crew. A Captain should take no
action deemed as beyond reasonable risk. The judge of such
decisions, of course, shall be the Captain’s conscience. Only
where Emergency Response Procedures fail shall a Command
Investigation be conducted.
Ship Systems
Power and Life Support:
All Fleet starships have two energy sources: refined dilithium for
mainline power, and batteries for reserve.
The semi-organic properties of blue dilithium are ideal for generating
power and their unique helical structure even allows them to “heal”
somewhat when recharged. Unfortunately, their efficiency declines with
age and they must be replaced every few years.
Although lithium, the prime element of these crystals, is common,
no artificial process has yet been able to induce the internal helical
structure needed to activate it as an energy source. As a result,
dilithium mines fuel more than starships: they incite conflicts between
many starfaring groups.
If a ship’s dilithium power fails, battery power is automatically
tapped. Although batteries last many days in free space, they cannot
hold a tactical orbit (one that grazes the upper atmosphere) for very
long. Battle and warp travel are futile under battery power. If mainline
power cannot be restored, it may become necessary to evacuate the
vessel until a repair crew arrives.
98 EXCALIBUR: FNCC 1201
Personal Emergency
Information is the seat of a Captain’s authority. Don’t be surprised
if vital facts emerge when rechecking data.
When caught in a hostile region without proper tools, go back to
basics. With proper engineering, simple or crude devices can help you
to reach your goals.
Intelligence is your greatest assets. Enlightenment is a key that can
open the most stubborn of doors.
There is strength in numbers. Allies can provide a vital base for aid.
When in doubt, don’t scream and shout: communicate.
Be wary of labels. Not all crates are packed the same, and
sometimes, not all the cargo appears on inventory.
Have you ever seen a Klingon loading crew? What do you suppose
they do?
Hiding from a conflict is an uncertain path. When it seems you can
go no further, you are never truly boxed in.
A Klingonese word puzzle: how well do you know the enemy?
100
THE TIMELORD’S HANDBOOK 101
16 Levels: 1A-4D
Arcade action with unique challenges.
Micro-Stars
The starfield is a very dangerous place: one wrong move and zap!
Spend as little time in the field as possible. If you look carefully at the
maps, you can find weak links. If it saves you a considerable distance
or provides a smoother path, you might want to sacrifice a Life-level
and clear out a star.
102 THE CLUE BOOK
Star Charts
These maps are accurate for the PC version of the game. The layout
is only slightly different for the Atari ST and Amiga versions.
THE TIMELORD’S HANDBOOK 103
These maps show the areas as they appears in A and B levels. For
maps of C and D levels, turn the book upside-down. In lower levels,
some of the areas and objects shown are not available
104 THE CLUE BOOK
PART 3:
THE STORY
105
Timelord History
T H E S T O R Y
106
THE TIMELORD’S HANDBOOK 107
As Time Passes
When their ingenuity finally broke the barriers of time, the
Alantians decided on a most ambitious project. They would go back
through time and retrieve the artifacts of their lost cultural heritage. But
to rescue the past, they realized that they must protect the present.
Engineers created the Time Divider, a device that buffered Alanta from
the effects that might occur in the present as a result of making changes
in the past.
With their heritage regained as a result of this project, these
“Timelords” set out to gather the accumulated knowledge of all
intelligent races in the cosmos, and to save the cultural objects which
would otherwise be lost forever in wars and other disasters. This
bounty was to be held in reserve, awaiting the time when the alien races
would find their place in the stars and join the Timelords’ noble
republic.
Thousands of portals to other worlds were constructed. Only the
most incorruptible agents, know as Travellers, were sent out among
them, for the temptation to use the artifacts for personal gain was too
great to trust to ordinary beings.
But with the Travellers went a plague of good intentions. Helpful
changes and benign interference went unnoticed until the Causal
Disaster struck. A chain of complex events led to a breach of the Time
Divider, and the erasure of much that the Timelords had worked so
hard to save. Even so, some groups maintained that it was the
Timelords’ duty to alter past events and speed up the development of
lesser cultures. But the majority vowed never again to tamper with the
course of natural time. They resumed their quest for knowledge as
mere observers, but only for a brief while.
None of this should give the impression that Villard Faight was
“good.” He was definitely “great,” but the distinction between great
good and great evil is a matter for less involved historians.
When the Timelords emerged on Vorstellon, tired and defeated,
Faight was waiting. His heavily armed followers easily forced the
Timelords into resigned submission, if not open cooperation.
As the Guardians took control, Villard Faight went straight to a
remote canyon on the other side of the world. Here were his treasures,
standing straight and tall in sixteen spots on the canyon floor. Only the
most important Timelords knew of this, and many of them had
perished in the Invasion. Faight looked down onto the dry valley with
immense pride. There stood his new Timegates.
To be continued:
The ending is up to you...
Timelord Science
T H E S T O R Y
113
114 THE STORY
Temporal Technology
“Like a river, time surges forward in a seemingly unstoppable rush,
bearing all who ride it ever onward. In a sense, we Timelords have found a way
to walk upon the shore...”—Timelord Histories
The following material is from the first set of lectures in the
Travellers’ Introductory Course, Timelord Observational Collegium:
Time Theory
The dimensional interphase is, practically speaking, the source of
time. In it, we find the universe’s clocking mechanism. The interphase
can be visualized as an elastic band connecting the first dimension to
the tenth. This band vibrates continually, creating a resonance which is
passed on to the spatial dimensions. This complex pulsation is felt
throughout the cosmos, and every particle listens intently for its cycle.
Time is experienced and the moment defined simply by tuning to the
frequency domain of this vibration.
The waveform of this cosmic pulse is incredibly complex and
completely unrepetitive, though far from random or meaningless. We
now know it to be merely irrational, mathematically speaking, much in
the same manner as pi. Since we can measure this force and calculate
the pattern of it, it was thought to be short work discovering how to
manipulate it, thereby manipulating time.
In theory, all you need to do to create a window to another time is
to calculate the vibrational patterns of the interphase for a distant
moment in a distant place, and then force a small area of local space to
mimic it. The more energy behind the effort, the larger the window. Let
the calculated waveform continue forward at its ordinary speed and
the window becomes a doorway. Simple, but deceiving.
(To the astute student who recognizes that we have yet to explain
the source of the interphase vibration itself, take heart as that will be
covered later. For now, we leave it as an exercise in philosophy.)
We see daily how the sounds and images from time-portals to the
past are easily observed from this, the uptime side. This does not work
both ways, however. Time resists the “backward” flow of light, sound,
and materials through the portal. It takes a lot of energy break this
resistance, and this energy is the key.
Imagine time as a raging river and that we are normally anchored
to the bottom. The water sweeps over us, new with each instant,
bringing the passage of time. If we could exit the river and run
upstream, we could view the waters of the past. If we could set an
object in the waters there, we could send it to yesterday. But as you
place an object into the water, the current grabs it and threatens to
sweep it away. Only with great force can you press it down and hold it
there. The water spreads around the object, and the resulting wake
distorts the water downstream (toward the future). The larger the
object, and the more intense its interaction, the more water is displaced,
the more river it spans, the greater the current that pulls it, and the
more force you need to keep it there.
With this in mind, there are two possible states of active time travel:
complete temporality (a grip of absolute force) and threshold
temporality (a grip of limited strength).
In the state of complete temporality, a traveller is inserted into a
past time and supplied with all the energy required to sustain his
actions. The traveller has free reign to interact with his surroundings.
He can observe history, participate in it, and change it in any way. Time
then restructures itself around these changes, projecting them forward
toward the present. The energy needed to perform this restructuring is
bled from the traveller, who in turn is being supplied with energy from
his native time. [Editor’s note: this is the method of time travel that the
Bandits engage in.]
In a state of threshold temporality, the energy supplying a
traveller’s actions is limited. If the traveller observes the past and
makes no active move to participate, only a small amount of energy
escapes into the past. The mere act of existence and observation causes
only a minor ripple in time and presents only a slight energy drain. This
is the form of time travel the Timelord council prefers.
Temporality accounts for how changes in the past actually reach the
present. Paradoxes force these concepts to their breaking point, and
tragically beyond.
THE TIMELORD’S HANDBOOK 119
[Editor’s note: After the Invasion and Civil War, the energy feeding
the Timegates was shut down and each Gate’s memory stacks were
purged. This marooned the Guardians forever in the lands to which
they fled and caused them Break Assimilation. They were thought to
have been completely absorbed: transformed into whatever creature or
object most naturally fit the shape of their will and the lands they
roamed. Unfortunately, although their physical character has changed
dramatically, the Guardians’ attitudes remain much the same. Where
they get the energy necessary to pursue their course of interference is
completely unknown, though some believe that there are hidden
generators on Vorstellon, or possibly even traitors helping them from
the recently reactivated Timegates.]
The Source
Up to this point, we have discussed the history and theory of
temporal technology. We have seen how it all works, where it is
practiced, and how it affects our current lives. There is one question,
however, we have left unanswered. We know how time enters and
effects our dimension, but that does not explain the source of this
mysterious vibration. Where does time come from?
The truth is that we are on the edge of our knowledge here. Most of
you will have heard by now that we are near another breakthrough.
Researchers believe they have traced the time-interphase vibration
back another step to its source. What they seem to have found is
incredible and new theories are being advanced almost hourly to cover
the results. [Editor’s note: This material was recorded prior to the Kiri
Invasion, at which time these “new” theories were put to routine,
practical use in creating weapons for the Timelord arsenal.]
By plying the interphase, a research team has extended dimensional
vision in an impossible direction. They’ve discovered a dimension that
cannot be considered a dimension. Some describe this as a “potential
reality.” Experiments indicate that this new direction is the path to
alternate universes, and that the interphase vibration is the result of
each universe’s attempt to equalize its energy level with every other.
The phenomenon of time could be compared to a cosmic storm. This
new theory describes the creation of time in a “multiverse” in much the
same terms as how weather patterns are created by the interaction of
the varying pressure fronts driven by the rotation of a planet, its local
solar energy, and any tidal forces.
THE TIMELORD’S HANDBOOK 121
What drives this new phenomenon, and how it comes to be, are the
new questions of the day. And yet, these are really the same kind of
questions we have been asking all along. We will probably be asking
such questions forever, or until the day we look through a window of
reality and find our maker (so to speak) staring back at us. Even then,
we will probably continue to ask.
Its Technology
The basic principle behind such an extraordinary weapon is Time
theory. It has been found that alternate universes coexist beside our
own, accessible through the dimension interphase between the first
and the tenth dimension. As there are an infinite number of these
universes, odds were good that at least one of them had the properties
Colling searched for. The prime requirement for the selected universe
was for it to be empty of (and yet compatible with) physical matter. A
vast computer and a single rocket were dropped into this universe. The
universe was promptly observed to behave as predicted, converting the
near infinite energy potential bound in its ten dimensions into an vast
number of three-dimensional subsets. In effect, this created an
uncountable number of copies of the original computer and rocket,
each in its own mini-universe. There it was: an inexhaustible arsenal.
THE TIMELORD’S HANDBOOK 123
When firing the Colling 723, the gun tunes in to the general
“frequency” of the rockets’ universe set. Then, when the frequency
waveform is “observed” by a simple artificial intelligence module in
the gun, the waveform collapses as predicted by quantum physics,
randomly selecting one computer/rocket pair. The computer then
drops the rocket into this universe, aligning it with the direction of the
gun, and sets up a temporary force shield to protect the marksman from
the rocket exhaust.
When the rocket hits an obstacle, it measures the energy field of the
object in front of it and transmits this data back to its computer. The
computer then compares it to recorded data and decides whether or not
the rocket should explode, and programs it for the appropriate blast.
Finally, the computer dissipates its own mass and energy back into
its parent universe, thus maintaining a general balance of cosmic power
and keeping the multiverse tidy.
There should be a significant net energy loss somewhere, but no
one seems to be able to locate it. Many, including Colling, have claimed
that use of this weapon will eventually cause the waveform of this
universe to collapse, but military leadership claims to have tested this
claim and calls the anxiety totally unfounded. They have, however,
restricted the use of the 723 to cases of extreme necessity. The scientific
community would advice against using it all.
124 THE STORY
As of 2010
I don’t know whether to be delighted or disappointed, but the
physics on which this material was based is still fairly valid. In fact,
some of the questionable fringe issues I took a stand on have since been
adopted with a bit greater confidence by the scientific community.
Hooray for me. I guess I’m a futurist.
On the other hand, 20 years is too long to go without a revolution in
physics. Students, I implore you: ask the strange and interesting
questions. And if this upsets your teachers, forge ahead and get the
answers yourself. I want my Pleiades vacation before I’m just a head in
a jar.
PART 4:
PERSPECTIVES
125
The New Timelords
P E R S P E C T I V E S
126
THE TIMELORD’S HANDBOOK 127
These individuals, and all others who accomplish this feat, carry
our highest esteem. They are truly worthy of their Timelord title.
Origins
In 1981, while still in high-school, Bill Dunlevy and I lived in
Waterford, Michigan. As I was building the foundations of my
computer and graphics knowledge, Bill had just received his first
programming break.
At a local computer club, Bill met Gordon Monnier. Gordon, a
photographer by trade, expressed an interest in one of Bill's game
programs. Called Dungeon Escape, it was a simple Dungeons&Dragons-
themed game written half in BASIC and half in machine-language for
the TRS-80 Model 1. Together, they decided to try publishing it.
Gordon converted part of his office to accommodate the new venture,
and dubbed it “Computer Shack.” And so it was that Bill begin his
game career.
Gordon used the success of Dungeon Escape to attract more
programmers, and thus expand the variety of games and utility
programs in his catalog. Eventually, Computer Shack become
MichTron, though Gordon still owed much to those early days,
including the company’s griffin logo, which was chosen to match the
theme of Bill's first game.
Bill went on to write a number of fast-paced, arcade-style games for
Gordon, and they all sold quite well. Of course, Bill would eventually
become the vision behind Time Bandit, but not without an infusion of
new artistic blood. That’s were I came in. All we had to do was meet.
Life is rarely that simple, however. Although we lived just a few
miles apart, Bill and I attended rival schools and had never met. And
though I owned a TRS-80, I’d never heard of Computer Shack or any of
Bill’s games. To complicate matters further, we both moved out of state
to attend college immediately after high-school. Fortunately, as fate
would have it, we selected the same school in Phoenix, Arizona, 1,800
miles from Waterford! Through the very round-about help of some
new friends in Phoenix, this is where we finally crossed paths and
began working together.
128
THE TIMELORD’S HANDBOOK 129
Advancement
Wanting to give the concept a second chance, we rewrote Time
Bandit for the Radio Shack Color Computer. The machine had four
colors and much better resolution, which made it far better for games.
Since the graphics were finally equal to the game's action quality,
people no longer had to be told that “those lumpy things are trees, and
that squiggly thing is the Bandit.”
On the Sanyo 550, Time Bandit took another step. With eight colors
and even higher resolution, the graphics were again improved. Also, a
Two-Bandit mode was included, and larger maps were added which
allowed four-directional scrolling.
THE TIMELORD’S HANDBOOK 131
Breakthroughs
In 1986, Bill and I decided to put Time Bandit on the brand new Atari
ST. Sixteen-color graphics weren't enough: Bill wanted 3-D terrain, or
at least a simulation of depth. In addition to enhanced graphics, the
playability was vastly improved. Time Bandit became an arcade-quality
wonder. And it didn't stop there. The Atari ST's large RAM capacity
allowed for huge maps with lots of detail.
Partway through, the project took another turn. Bill wanted to add
special features to his Ghost Town map, to tell more of a story than the
arcade play could provide. To make it work, a built-in language for
graphic-activated text-adventures was added, opening up whole new
dimensions to the game. For the first time, the map design became a
larger task than either programming or graphics.
The adventure language was actually so versatile that some of the
ways I took advantage of it even stunned Bill. When Bill first saw what
I’d done for the summit of Cheops’ Curse, he told me it was impossible;
that his program just wasn’t designed to do that. It had taken me four
years, but I felt I’d finally achieved the same kind of respectful awe
from Bill as I had toward him from seeing his amazing Cyborg game
back on the TRS-80.
On the down side, what began as a simple, three-week conversion
turned into a seven-month project of epic proportions—all thanks to
the addition of our new adventure language.
And what a trying seven months they were! As the scope of the
project grew, we missed our deadlines left and right. Customers began
to grow impatient. Even our advocates at MichTron became restless.
There was a recurring complaint that Time Bandit had become
overblown. We were told that if we broke the game into a bunch of
smaller games, we would get it done faster and probably sell more
copies too.
However, neither Bill nor I liked that way of thinking. We forged
ahead, on track. Still, it wasn’t smooth. The pressure got to us at times.
Heated tempers and conflicts rose between us and threatened the
project to a halt a number of times. In the end, things always worked
out, and the project was finally called “done.”
The result was MichTron's all-time best-selling game, and a favorite
for game players worldwide.
132 PERSPECTIVES
Conversion
In 1989, MichTron enlisted Timothy Purves to faithfully bring the
Time Bandit to the Commodore Amiga. Underlying similarities
between the Atari ST and Amiga made the task relatively simple.
After a quick success, armed with a new knowledge of the inner
workings of the program, Tim decided to convert Time Bandit for the
IBM PC and Tandy 1000—computers that were not really well known
for their video game capabilities in that era.
As one might expect, this time there were complications. To smooth
out the project, I joined in as the program's consultant and graphic
expert. In the end, Tim couldn’t overcome all the system limitations,
but although the game was not quite as slick as on the Atari ST and
Amiga, Time Bandit was still the best action game on the PC for quite
some time.
134
THE TIMELORD’S HANDBOOK 135
Bill Dunlevy
Bill is the author of numerous computer programs, each one a
decided hit. Besides four versions of Time Bandit, Bill's credits include:
Dungeon Escape, Cyborg, Jovian, Assault, and Clash for the TRS-80;
Cashman for the Color Computer and Sanyo 550; and Picasso, a drawing
program for the Sanyo 550.
Greatly inspired by the tales of J.R.R. Tolkien, Bill is an avid fan of
fantasy and such role-playing games as Advanced Dungeons and
Dragons. He sees role-playing as a means to freely experience new
worlds and likes to direct Lawful-Good adventurers through elaborate
and meaningful scenarios.
Harry Lafnear
In addition to the various versions of Time Bandit, Harry has
provided graphics and/or design aid for a host of programs: Cashman
for the Color Computer; Picasso, a drawing program for the Sanyo 550;
a graphics demonstration program for the Sanyo 775; 8-Ball and Pinball
Factory for the Atari ST; and Major Motion and Airball for the Amiga.
His Picasso art has appeared in the National Geographic Explorer
magazine, and twice on the cover of Soft Sector magazine.
Harry has also run the MichTron publications department “on and
off” for five years, designing and writing advertisements, catalogs, and
product manuals.
As an avid reader, Harry keeps a large collection of books,
including a rare original of Larry Niven's “backward” Ringworld.
Harry is also a talented poet (this Handbook not withstanding),
occasionally participating in open poetry readings.
136 PERSPECTIVES
Kevin Potts
Time Bandit for the Atari ST marks Kevin's first encounter with
game design. He was the chief guinea pig (playtester) and was
eventually invited to design two lands of his own: the Egyptian Sentinel
and Guardian.
Kevin also played the actual game we used for the high score. In
fact, at the time of his record, there was no Save-Game feature. In a
single sitting that lasted over five hours, Kevin earned half a million
cubits and solved many of the game’s riddles (including collecting
numerous Artifacts which we concealed from his record so as not to
spoil the surprise)—all without any hints from the programmers. It was
the fact that Kevin did this in one session that earned him the title
“Krazy Kev.” And not long after we added the Save-Game feature,
Kevin played through to complete the game.
Kevin enjoys movies, music, and sports. So far, his favorites are:
Trains, Planes and Automobiles; everything by the Alan Parsons Project
(when are they ever going on tour?); Red Wing's hockey.
Kevin elevated accounting, his profession, to an art form. His keen
sense of numbers and an appreciation of computers let him make
software like Lotus 1-2-3 practically stand on its head and dance.
• Jim Curry
• Doug Frayer
• Dave Gabler
• Vince Polaski
• Chris Pombier
THE TIMELORD’S HANDBOOK 137
Timothy M. Purves
Tim’s credits for utility software extend nearly without end.
Among the most impressive projects are DS-DOS, an enhanced disk
operation system for the Sanyo 550, and the MichTron BBS, featuring a
true multitasking, multi-caller environment for the Atari ST and the PC.
More recently, as evidenced with Time Bandit, Tim has become
adept at faithfully converting a host of MichTron’s most graphic-
intensive Atari ST video games for the Commodore Amiga and PC.
Tim is also fluent in electronics. He's developed a hard drive
interface and a memory board for the Sanyo 550, the LPT Digital
Joystick Cable featured for Time Bandit, and more.
When he isn't on a computer, Tim takes enjoys improving his home
with light carpentry and landscaping. He also enjoys driving a fast car,
swimming in his pool, and target shooting. Mutually exclusive, of
course.
138 PERSPECTIVES
PART 5:
THE ANSWERS
139
Using This Section
T H E A N S W E R S
Organization
The Scripts are separated by lands. Some lands do not have much
adventuring and are not covered by the scripts. If you’re concerned
about spoilers, check the table of contents before looking through this
section.
The answers are arranged in the order in which the actions should
be done. When you find what you need, you can close the book and try
to solve the rest of the adventure on your own.
Txet Sdrawkcab!
To help prevent you from accidentally seeing more answers than
you want to, the text you are supposed to type in is printed backwards:
Backward text is printed in this style: Remmah Teg
The above example says “Get Hammer.”
140
The Scripts
T H E A N S W E R S
141
142 THE ANSWERS
The Sentinel
The Sign of the Ancient Masters
Get the Ankh from this land to pass Apep in Cheops’ Curse.
In 2A, you will find a scroll in one alcove of the main floor:
Hkna Teg (worth 1,000 cubits).
Sidetracks
Secret Passages in 4A-4D:
Stand still in the places shown below to trigger the opening of secret
chambers with extra treasures!
Cheops’ Curse
3A: Apep, The Ever Watchful
Do not confront Apep a second time unless you have either the
Ankh from 2A of the Sentinel, or the Scepter from 2B of the Guardian.
4A: Apep Returns!
To pass, you must have both the Ankh from 2A of the Sentinel, and
the Scepter from 2B of the Guardian.
4A-4D: The Pharaoh’s Tomb
In the summit of the pyramid, a swirling maelstrom surrounds the
Sarcophagus. It is impassible unless you blind Apep.
Focus the polished altars:
Go to each corner altar and note which side is curved.
Each lever rotates the nearest altar.
Turn the altars so that the curved sides face as shown:
The Guardian
The Second Sign of the Ancient Kings
“The huge structure is unbelievably haunting. It is carved in the
image of a tremendous reclining Sphinx. Staring up at the half-sleeping
giant, I can’t help but get the feeling that it’s alive... a tremendous sand-
colored beast given rise from the desert itself.
“And as it lazily gazes back at me, I recall the legends of the Great
Sphinx that swallowed all who failed to answer its riddles. Walking
into the belly of the grinning monster, I wonder if the stories aren’t
true...”
Use the Scepter from this land to get past Apep in Cheops’ Curse.
Sidetracks
Riddle of the Spectres in 3C or 4A:
Go to the scroll in the Rock Chamber:
Answer Smaerd or Seramthgin for 1,000 cubits.
These maps show the area as it appears in A and B levels. For C and
D levels, turn the book upside-down.
Castle Greymoon
“This is a truly majestic land. I once thought of all castles as ancient,
clumsy, and dead. But here, I find myself swept up by the spirit of the
place. Here’s life at its most honest and robust!
“Even though most of the creatures here are Guardians, there
remains a peaceful, enchanting atmosphere. And speaking of
enchantment, is it possible that this feeling comes from Kelveshaan’s
lingering magic? I must look deeper here...”
To solve this adventure, you must play cards with the Mad Hermit.
His lair is open four different times. Each time, he will present a new
puzzle. You must win at least three of the hands to get past the Mad
Hermit. You lose by answering his riddles incorrectly or by failing to
show up at the right time.
This map shows the area as it appears in level 4C. Some areas are
blocked off in lower levels. Arrows indicate special places mentioned
in the following text.
THE TIMELORD’S HANDBOOK 147
1C: ♣ Clubs
You must choose an object in the Mad Hermit’s lair that best
resembles a club.
2C: ♥ Hearts
This time, you will need to make a deal with the Shepherd to get
what you need.
3C: ♠ Spades
You will need to trade with a ghost to obtain fresh grave-dirt! You
could steal it, but the Spirits would retaliate.
4C: ♦ Diamonds
You will need an object from the Fourth Tower to win.
Cross to the Fourth Tower (see next page) and go to treasure chest:
Tsehc Nepo
Slatsyrc Esu to get the magic jewel.
This wins the final hand. The Mad Hermit will then let you pass
into a hidden tunnel.
THE TIMELORD’S HANDBOOK 149
These maps show the area as it appears in 4A and 4B. For maps of
4C and 4D, turn the book upside-down.
150 THE ANSWERS
Sidetracks
Super Strength in 2C, 3C, and 4C:
In the Hermit’s lair, find the table that holds the King’s wine.
Eniw Teg
When you want to activate the wines magic powers, go to any
message in this land where the inventory (INV) command works.
Eniw Knird
Answer Lla is how much you drink.
Potions in 4A-4D:
Cross to the Fourth Tower and go to the treasure chest.
Tsehc Nepo
Stellep Esu for temporary invulnerability, or...
Sehsa Esu to trigger poison that drains 9 Life-levels, or...
Slatsyrc Esu to make a magic diamond, or...
Repap Esu to get 2,500 cubits.
Bonus in 4C:
Collect 2,000 cubits for winning all four hands.
King’s Crown
1A: The Spirits of Zardoz
Go to the Scroll of Zardoz.
Answer Net is the number of Spirits.
The King will pay you 10,000 cubits, and let you keep the image of
the Crown as an Artifact.
Underworld Arena
Which Way Out?
Level Left Right Level Left Right
1A: Way Out Way Out 3A: Gauntlet Way Out
1B: Margh Way Out 3B: Way Out Gauntlet
1C: Way Out Margh 3C: Gauntlet Way Out
1D: Margh Way Out 3D: Way Out Gauntlet
Ghost Town
Your main goal in this land is to lay the bones of the good spirits to
rest in 1C, 2C, and 3A. Whenever you forget the spirits or fail to keep your
promises to them, the spirits will wait for your deeds in future levels.
Another goal is to collect the nine letters on the Outlaw’s tags. The
various Outlaws are found in different levels all the way to 4C. Their
letters, when unscrambled, allow you access to the Outlaw’s Hideout.
The adventure can be completed as early as 3C if you can guess the
Outlaw’s password before seeing all the tags. See page 156 for a list of
the possible passwords.
The maps on these pages show the areas as they appear in A levels.
Some areas are unavailable in early levels. Arrows indicate special
places mentioned in the text.
154 THE ANSWERS
1A: Outlaw #1
Go to the Jail:
Push the third lever to open the proper cell.
2A: Outlaw #3
Go to the first floor of the mines:
Shoot the boulder in front of the yellow skeleton.
Go to the bones and note Outlaw #3’s letter.
Go to the diary:
Note the number sequence.
A bridge will then span across the tar pit. An Artifact worth 7,500
cubits is on the other side.
Sidetracks
Bonus:
Collect a 1,500 cubits bonus for burying the remains of all the
ghosts: Molly, Ellen, Luke, and Tom.
If I Knew Then...
You can take special advantage of the Save/Load feature to earn
3,900 cubits in extra treasure:
Shadowland
An Artifact worth 5,000 cubits appears in 4D. Pick up this object
before you clear all the dots... or you might leave it behind!
Gridville
Sidetracks
Treasure Challenge:
The transporter disk in the alcove opposite the Way Out leads to the
Treasure Room in these levels:
1D, 2B, 2D, 3B, 3C, 4A, and 4D.
Dot Challenge:
The transporter disk behind in the second room leads to the Cube
Duel in these levels:
2B, 3A, 3B, 3D, 4B, and 4C.
Major Hazard
Sidetracks
Master of the Maze in 4A-4D (PC Version Only):
In the room with the Way Out, use the random transporter disks
until you arrive in the Shadow room.
Go to the Security Console:
Answer 02 is the number (fireballs in the level).
The Excalibur
“Stepping among the Gates, I was suddenly struck by an image on
one of their monitors. The screen showed a marvelous spacecraft,
elegant and fragile looking despite its tremendous size. The Excalibur,
the Gate informed me. It was a pity that such a beautiful ship was in
trouble. Well, perhaps I could do something about that...”
Although you can get through most of the adventure in any of its
four levels, it can only be completed in level 4D.
The Vessels
This map shows the areas as they appear in level 1A. Arrows indi-
cate special places mentioned in the following text.
THE TIMELORD’S HANDBOOK 159
2B: Voracious-12
To recover your second Key, you must find a way to beam down to
the planetoid.
Step onto the transporter to beam down and look for your Key.
3C: Starbase-4
Pilot the Excalibur to Starbase-4 and beam over to get your Key. To
do this, you must restore power to the Excalibur and man many of its
stations.
Sidetracks
Valuable Crystals:
After you have restored power to the Excalibur, return to the crystal
deposit in the mines of Voracious-12:
Slatsyrc Teg again for 500 cubits.
Step onto the transporters. If you guessed right, you will be sent to
the Hercules Cavern. A faulty guess costs you a Life-level.
Dual Hijinks:
Some interesting situations can occur in this land during the Duel
Mode...
If you move the Excalibur away from Voracious-12 while the other
Bandit is still down there, he becomes stranded on the planetoid until
you return! You should record the position of the planetoid before
moving the ship, so that you can return later. Remember, you too could
be stranded one day.
Also, if you destroy the Klingon ship with the other Bandit still
aboard it, then he too is killed (or at least reduced to a Shadow).
Well, you can always claim it was an accident.
Invulnerability
Imagine it... No creature could hit you or shoot you. No Enforcer
could wisk you away. You could walk through the opposition as if it
wasn’t there. You’d easily finish those “impossible” levels. You might
even reach “The End!”
The power of invulnerability is very rare. In the entire scope of the
game, only 16 useful doses exist, lasting for a total of about 10 minutes.
It takes good planning to make the most of them.
Below is a list of lands where this power is available. The “lesser”
doses last 20 to 30 seconds each. These doses are perfect to use as
protection from the Enforcers in the Timegates. The “greater” doses can
last up to 2 or even 3 minutes: long enough to protect you for a good
distance as you streak through your most dreaded land. Beware
though, invulnerability is limited to creature effects. It does not protect
you from some types of land hazards.
Finally, try to get this power just before you exit the land. This will
help to extend it as long as possible into your problem lands.
Lesser Invulnerability:
Greater Invulnerability:
Castle Greymoon: 4C
Granted by Kelveshaan for completing the adventure.
See the Castle Greymoon scripts starting on page 148.