The Mystery of Time and Space

This is a help file I created for Logan's Mystery of Time and Space, commonly referred to simply as motas. The game is here.

If you are having a problem with the game loading, i.e. the game screen is black, go to http://home.wanadoo.nl/confusion.cnf/motas/ for some possible solutions.

This WalkThrough has no pictures. They take an extremely long time to load. The lack of pictures make this page easy to access at any connection speed.

Warning: will spoil the levels.

Level 1

This is a one-room level. Click the pillow and the poster. Both items will appear in the upper-left hand corner of the game screen.

Put the poster under the door, and use the key to open a locker. Take the screwdriver from the box in the locker and use it to take down the picture. Use the screw from the picture to poke the key through the keyhole. Pull the poster back from under the door. Pick up the key and use it on the keyhole. Top

Level 2

Take the disk box from on top of the bookcase. Go into the other room, and take the pin from the lower right of the strange flag. Use the pin directly on the diskette box. Take the disk and put it into the computer; boot the computer. It will tell you the code for the door. Go input the code into the panel and exit. Top

Level 3

Lift the bridge (bridge part on the right) and move the chair closer. Go to the other room. Collect three loose (wall) tiles; you see them better with the lights out. Rotate certain pieces of carpet tile so as to make a continuous line from the upper right rat hole to the upper left rat hole. Go into the other room.

Insert the stone tiles into the insertion slots in the glass box. Each tile goes into the slot corresponding to its relative position on the wall, from where you took it. Align them (click some on them once they're in) so that there is a continuous line from one side of the table to the other (left-right, not front-back, line). Put the disk box on the rat hole in this room, and remove it once you have seen that the rat head is there. Take the head-in-a-box and put it onto the table. Lower the bridge (left side bridge part). Top

Level 4

Take a log from the fireplace in the room to your left. Put it on the place holder of the machine to your right. Make sure the lamp in the center room is off. Ignite the log and pick it up again. Deposit it back into the fireplace. Pick up the triangle from the security panel to your left. Do to this the same as the log.

Pick up the triangle pieces and return to the security panel. Replace the pieces such that there is a gap for the lock itself (the little crossbar). Top

Level 5

Move the big box on the left and then the cabinet. Go to the other room. Click on the key pad. The object of the keypad is to find the different one, the one that does not match the pattern. The exception is that there are two letters that work (the same, duplicated). Good luck; there are 27 sets.

Return to the first room and return the cabinet and box to their original positions. Open the small panel and remove the key. Return to the second room. Top

Level 6

Begin by moving the welcome mat; next, try to grab the key. It will fall; that is normal.

Go into the next room. Take the batteries from the radio and put them into the flashlight behind the curtains. Take the screwdriver from the cabinet and go get a headlight from the motorcycle. Put this lightbulb into the flashlight and pick up the flashlight.

Pull back the carpet and drop all the tiles simultaneously (do not click the upper -right tile). Click the fire hose and then the trapdoor. Go down the trapdoor. Use your flashlight to see; go to the room to your left and pick up the key from next to a locker. Return to the top by the reverse route. Top

Level 7

Go left and take the blue wheel from the frame. Return and put it onto the left pipe on the wall. The elevator will descend; take it up.

Take the green wheel from the top drawer one room to your right. Return to the blue wheel and place the green wheel on the right pipe. Go back up the elevator. Four rooms to the right is a desk. Open the right drawer and remove the contents. Go one more room right and take the paper from the table. Return to the room next to the elevator (next to the beginning room).

On the table is a letter from Max from Security. Place your paper over his and trace it with your pen. Take this letter to the mail-snail and drop it in the out box. Wait until the snail returns and take the red wheel from the in box. Connect it to the pipe between the other two wheels, and return to the top floor.

Traverse many rooms to the right; the room before the last (backtrack) has a locker with a floppy on top (click the locker). Put the disk in the machine in the room to the right. Now use the small circles (r,g,b) to mix the primary colors of light into the color of the big wheel, three times. The big wheel is now grey.

Click the panel in the tele-transporter and wait until it says waiting for user input. Then close the display panel and input yourself into the teleporter. Top

Level 8

Pick up the screwdriver, and go to work on the panel in front of you. It displays a number on top, which you need to sum from powers of 2 (2^0 - 2^4). In this way it is binary. After selecting the correct combination that sums the displayed number at the top of the panel, click "enter code". After each success, more of the red circle becomes green. When the entire circle is green, retreat. Click the panel, and the wall retracts.

Go two rooms right, and click on the empty picture frame. This reveals a grating; use the screwdriver to open it. Go through, and pick up the clockweights. Return to the first room, and go left. Click the string once, and then hang the clockweights on it. Pick up the chess piece and return to the room with the clock.

Put the chess piece onto the pedestal. It will sink to the floor. There is now a square flashing; you need to move the chess piece to that square. It follows the rules of the knight in chess: over one, up two. Hit this flashing target about 10 times. Go two rooms left, and then right one through where the laser barrier was. Open the door marked "1" and put on the alien suit. Then exit through the airlock. Top

Level 9

Begin by opening the nearer cupboard on the left and taking a key from it. Use this key in the closer room on the right to open the cupboard. Remove the contents. Use the big triangle to fix the blown fuse, and then exit this room. Enter the farther room to the right and open the cupboard. Take the contents. Exit this room.

Use the key to open the nearer cupboard on the right. Read its contents to find a code. Go back to the computer. Insert the floppy disk and then reboot. Enter the code. You will see a replica of level 1 onscreen. Click on the door onscreen and you will see the first room of level 2. Between these two rooms, collect all of the letters. Unscramble them into a word; reboot and input this word. Enter the room to your right.

Go forward. Take the contents from the cupboard to your left. Go to your right and open the door with zero lines above it. If this room has two doors, open the one in front of you. If not, go three rooms left and click in the middle of the balance. There is now one line on the balance, indicating that the room with one line above it is open. Go check if this room has the exit. If not, then repeat until you find the room with the exit. Top

Level 10

Enter the room to the left. Open the cabinet and remove its contents. Use the key upstairs to open the further locker. Remove the contents. Return to the previous room and use the security card to lower the puzzle onto the safe. Solve the puzzle by aligning each color on the inside with the colors on the outside of the puzzle. A click on a piece moves it to the adjoining empty space. Caution: Do this slowly; pieces sometimes dissappear, and then you must restart the level.

Zoom out and raise the puzzle the same way you lowered it. Open the safe and remove the key. This key exits the level. Top

Level 11

To your right, place the cue ball onto the pool table. Proceeding right, take the chalk from the chalkboard and take the contents from the cupboard in the same room. Go to the start room and unlock the chest. Remove a coin.

Use the coin to fund a pool game. Chalk the cuestick. Angle the stick such that it points to the right as far as it goes, and then click. This will clear the table and release the key to the exit. Top

Level 12

Go to the room to your right. There is the infamous greenwall; the object is to make every panel green. It is acceptable to make all but four panels green. A method for doing so is: start on either the left or right and work down the column, making every panel in that column green. Move over one column toward the far side, and make every panel in that column green. Repeat the last step.

After the greenwall slides back, go to the room it reveals on the left. Take a lightbulb from a shelf. Next go out and to the newly revealed room on the right. Open the further cupboard and remove its contents. Click on the side of the nearer cupboard and it slides back to reveal another secret room. Move the cupboard in this room also; there will later be a passage down. At the moment it is blocked.

Smooth the wrinkle in the carpet and move the chair. Use the chair to reach the top of the room light, where there is a key hidden. Also, put the lightbulb into and activate the lamp. Write down the numbers that it shows from top to bottom; they will let you leave the level. There are eight digits (1, 2, 3 only).

Now go back to the greenwall, and to the right. Rearrange the furniture so that you reveal a secret passage downward. Go down. Move the shelves and then enter the room to your right. You will see a console with three buttons: red, green, and blue. Click the red button to change the position of the laser gates. Exit this room and go forward. Enter the room to your left. Use the screwdriver to open the base of the console and the wirecutter to cut the green wire only. Cutting other wires will make it dark.

Exit this room and go forward again. This time turn right. Click on the wall at the back-left of this room to reveal a secret passage upward. You have already unblocked the top of the passage. Use your key to open the back cupboard; from it, remove another key. Exit this room left. Retreat backward two screens. Re-enter the three-button room and select the blue configuration. There will be one laser gate, at the first position. Exit this room and return upstairs through the hole in the ceiling above the shelves.

Go around, behind the greenwall, to the right, all the way to the room with the 8-digit code. Go down the passage, and you are now behind the third laser gate. Go forward to the coke machine and then to the left. You will see a three-digit keypad with the letter E, and a laser behind which is the exit door.

Input your 8-digit code slowly, so as to be sure that every click counts properly. Then click E, and the laser wall should dissipate. Use your key now to open the door. Top

Level 13

The level begins with a rather non-descript room. You have a red security card and a screwdriver. You will still have the screwdriver at the end of the level.

Go outside (left door). You should see a wagon. Click on the block holding its lower right wheel in place; that releases the wagon and displays the manhole underneath it. Click the manhole. This provides power for the elevator inside.

Return inside and take the elevator to floor D. Notice the orientation of the compass, and click on the shelves. You will pick up waterproof tape.

Proceed to floor C. To the right of the elevator is a panel. Click on it to reveal a lightboard. There are four parts to the lightboard, plus the dividing lines between them (in the middle) and the border around them. The four quadrants are identical except in orientation. In the lower left, click on any of the right-most squares. Then spiral counter-clockwise around the outside of the quadrant and inward. The same pattern holds for the other three.

After lighting up the board, they will slide back to reveal a key. Take the key into the room to your right and use it to open the cupboard nearer the door. You may click on the white dove if you want; it does nothing. From the cupboard, remove the bucket.

Go down to floor B. Use your security card on the "eye." The card goes away. You see one picture; click on its caption and record for yourself the color and compass direction indicated. Then go further right and do the same for the other three pictures.

Return to floor A. Enter the room to your right. There is a device with four rotating faces. They rotate when you press the button on the right. The button on the left changes the shape from rectangular to triangular and back. Leave it rectangular.

Look back to your colors and directions. Click the center button until the color facing you is the color indicated to the west. Rotate. Set the facing color as the north. Rotate. Set the facing color as the east. Rotate. Set the facing color as the south. Pull the red lever on the right side of the machine.

You now have a gold key. Exit the building. Move further to your left. You should now see a well and a doorway blocked by flame. Take the bucket and place it and the end of the rope attached to the well. Click on it again. Now click the wheel on the side of the well to bring up the bucket. Use the waterproof tape to fix the bucket, and use the wheel to drop and raise the bucket again. Then click the bucket to store it, and again to use it to put out the flames.

Take the golden key and unlock the door. Click the door twice more and you have finished the level. Top

Level 14

Go outisde, then down the street, into the park, and then the mill. Take the axe from the tree stump. Sharpen it on the sandpaper there, in the flood control, the street outside the start, in the starting room, and the room to its left. Take the axe back to the mill and cut the rope holing the windmill in place.

Go the to flood control and get the boat to the right side of the locks. Go back to the park and use the rope to get the spade off the boat. Take the spade back to the street and get the key from in the pants. Go back inside and get the code from the wall to the left.

Use the key to open the door at the end of the street. Arrange the squares into 2x2 blocks of the same color. Push the button on the left side behind this panel to move the clock; in the revealed room, input the code from the wall. Use the screwdriver to kick the back out of the revealed secret panel.

Level 15

Use the screwdriver to open the panel and use it to complete the circuit there. Arrange the monitors in chronological order, left to right. Go outside and click on the ball at the top of the post. Go through the portal.

Level 16

In the room on the back right, flip the switches to match the code on the side wall; make sure that you flip each switch at least once, and 1 is down.

Go to the other room. Open 'My Computer' and then 'README.TXT'. The password from that goes into the 'My Computer' password settings. Also, change the desktop image to get the UNOX version. Open the 'Blender' program on the desktop to get the Blender version and input that into the password settings, too. Now open 'My Documents' and the only file in it. Decode the file if desired, but the numbers at the bottom are the code. Use this in the Start menu application. Go through the door at the end of the hall.

Level 17

Go left and click in the lower-right of the targeting window. Click up up right right down, and the top of this UFO flies off. From inside, get a MOTAS device Use the third setting to get back to level 9; pick up a piece from the UFO there and the screwdriver from the chair. Use the MOTAS' second setting to go back to level 8, and use the screwdriver to open door 2.

Go back to the present and put the two UFO pieces into the UFO here. Click once more on it and it flies away. Pick up the paper and then use the MOTAS device to go to the next level.

Level 18

In the room to the right, move aside the block. Change the numbers in the first room to match the code on the wall behind the block. The panel reveals a circuit. Put the MOTAS into the slot; it should float. Switch the diodes and the top generator; the device should float again.

Use the device to go back to level 9. Click on the alien and wait a moment for time to reverse. Grab the code from under the UFO, and then use the device to go to the next level.

Level 19

One room to your left is a time machine. The right button goes to the past; the left, to the present; and both, the future, after clicking the big dial.

Go into the future and get the seed from the tree, to the right. Go to the past and plant the tree inside, and get the ladder from next to the tree outside. Go to the futureand put the ladder against the grown-up tree. To your right is a bookshelf with the code to the door. Go back to the present and use this code to your left to open the door to the next level.

Congratulations. You have finished the game thus far.

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