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Beyond Time Hints
What can I do in the various living quarters?
1 of 11: Each room presents one of the members of Howard's team.
2 of 11: Each contains clues to their individual personalities, as well as to the overall chronology that has led up to the present situation.
3 of 11: These diaries are not necessary to finishing the game. However, they provide some detailed descriptions and background that "flesh out" the environment in which play takes place.
4 of 11: Look around their rooms; listen to each of their diaries.
5 of 11: Create a "time line" chronology by piecing together the various diaries.
6 of 11: Gather anything you can from any of the living quarters.
7 of 11: If you can't take it with you, write it down.
8 of 11: One particular living area cannot be accessed initially, until other puzzles are solved. These are the living quarters of John Howard, the project leader.
9 of 11: Howard's living quarters are beyond the Third Isis Gate.
10 of 11: There is something that you will need to retrieve from Howard's quarters.
11 of 11: It's something that will be key to the end game.