Knight Tyme 128KB How To Solve It’s more fun IMO to solve some of it yourself rather than just use the solution. I will provide the approach I used and the tips I needed to get to the end. STOP DYING Go left one screen to the bridge. Take the McTablet Food from Sarab. Keep hold of this and you’ll never run out of energy. Give the McTablet food to a character to give them more energy; magically, you only give them a single pill and retain the pack, so you don’t even need to take it back. If anything is too heavy for you to pick up or take, then flick between two screens (each screen change costs energy) until your energy runs out and you automatically eat a McTablet. Then you should have enough strength. LOOK FOR CLUES The first thing to note is that there are clues littered all over the game. The smart thing is to find and note down all of them. The first clues are in the cassette inlay: Derby IV, the Transputer, can help you to start with. The advert to Spellbound may actually prove to be useful. A clown will help you to avoid dying of exhaustion. Sarab will tell you how to move the starship once you are wearing a valid ID Card. Use Gadget X for the save and load game facilities. The advert is on the starship and you can stand on it for extra reach. You can take it and drop it where you need it. The clown is printed on the McTablet food mentioned above. If you command Derby IV to help, it will give you a blank ID card. Elsewhere there is a camera and someone has instant film. The crew won’t listen to you until you are wearing a valid ID card, but the computer and droids will. (See the solution if you need help getting the valid ID card.) All characters and objects can be examined. Many objects can be read. Characters can be commanded to help – they need to be awake to help, but can be commanded to wake up. If they refuse to wake up, the fortify spell will give them the bump they need. Some characters will give you clues when commanded to help. Once you have a valid ID card, you should be able to communicate with Brightstar (the planet we are orbiting). Most planets can be asked for help and most will give a clue. MAP IT There are a lot of planets and the starship has to hop from planet to planet to get around the star system. Time distort 1 is slow but economical with fuel. Work out how much fuel a hop takes and don’t run out of fuel. Ask them all for help. When you’ve mapped as much as you can, then start transporting down to the planets you have coordinates for. Take precautions to prevent from being killed by defences. BLOW UP REEF’s DEFENCES I couldn’t work out how to visit Reef without being destroyed. It turned out that one of the droids can take a bomb and fly it to Reef if you ask them to help when at a planet near Reef. However, now a space pirate will kill you if you fly too slowly from here on in (I also didn’t know this, but worked it out from a solution). Of course, you might not want to fly at the fastest speed for fuel saving reasons, however. You can now map the remainder of the star system, taking care not to get killed by a space pirate or run out of fuel. Again, ask all planets for help. Once this part if mapped, start visiting planets for which you have coordinates, taking care to make sure they are correct (check all the clues you have). I typically save the game before transporting to a planet. THE SUNDIAL When you have all the parts of the sundial (there are three) then a spell will join them together. THE TYME MACHINE Is currently broken. A spell should help. STUCK? I think this is a much more enjoyable way of playing through the game than just blindly following the solution. This way you should end up with clues that explain why you’re doing what you’re doing, where the coordinates come from, etc. You can always check the solution when you’re stuck.