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)

