Knight Tyme

Controls

Left − Right NM Joystick
Up / Jump A Joystick
Down Z Joystick
Menu / Select Space Joystick

The keyboard controls are fortunately redefinable as the defaults are quite cumbersome. Strictly speaking, there are two independent but partially overlapping sets of controls. Moving around is done by left, right and up, the latter for jumping. The menu system which is used for everything else is navigated by up, down and fire.

Starmap

starmap

Starship and planet maps

starship and planet maps

Transporter coordinates

Ship 0 0 0
Starbase 1 1 2 3
Monopole 1 8 4
Retreat 8 4 1
Outpost 8 9 6

Items

Starfleet manual The airlock
Reading this accesses the instructions menu from the start screen
Gadget X Magic Knight
Reading this accesses the game options menu from the start screen
Mirror The transporter room
Carrying this allows you to see what you are carrying and your remaining strength, but it takes up one of the five available slots
Broken glass *
The result of dropping the mirror (it can instead be given to a character for later retrieval)
Cloak of invisibility Magic Knight (worn)
Wearing this makes you invisible – this can be practical but also a problem
Shield Magic Knight (worn)
No effect or purpose?
McTablet food Sarab
Carrying this prevents you from dying of exhaustion
Camera The recreation room
Needs instant film
Instant film Gordon
Give this and the camera to a friendly character (S3E3 or Klink)
Photograph Klink / S3D3 *
Ask the character given the camera and film for help
Pot of glue S3D3
This cannot be dropped, give it to Hectorr on Starbase 1 to get rid of it
Blank I.D. card The transputer room *
Ask Derby IV for help and this will appear
Valid I.D. card Magic Knight *
Carrying the blank I.D. card, the photograph and the pot of glue creates this – wearing it persuades some characters whilst dissuading others
Chocolate heart Derby IV
Give this to Sharon to persuade her to give you the items she is carrying
Advert Sharon
This can be used as a stepladder to reach items placed high up
Gas mask Sharon
Wearing this protects you from poisonous gas, but also prevents others from understanding what you say
Tower fish The transputer room
No effect or purpose? – presumably a reference to the Babel Fish in the Hitch-hiker’s Guide to the Galaxy
Wrist terminal The life boat
Reading this reveals the transporter coordinates to Hooper’s asteroid (Monopole)
Pewter tankard The airlock
Give this to Gordon to befriend him
Star map The airlock
Give this to Gordon to enable him to navigate the ship
Torch Cargo hold
No effect or purpose?
5W resistor Cargo hold
No effect or purpose?
Brass ankh Starbase 1 – McTablet takeaway food
No effect or purpose?
Ancient scroll Starbase 1 – room 4
No effect or purpose?
Axe Starbase 1 – room 4
No effect or purpose?
Bag of potatoes Starbase 1 – room 4
No effect or purpose?
Pair of boots Starbase 1 – Fuel & cargo area
Wear these to avoid sound-based alarm systems
Bag of runes Starbase 1 – Fuel & cargo area
No effect or purpose?
Quark bomb Starbase 1 – Fuel & cargo area
No purpose, but blows up everything if dropped
Magic talisman Monopole – Hooper
Wearing this provides the power needed to cast the Remove Barriers spell on Murphy’s Moon (Retreat)
Part of a sundial Monopole – Hooper
Collect all three pieces of the sundial, ...
Part of a sundial Monopole – This way to Hooper ==>>
... drop them in a heap ...
Part of a sundial Retreat – Murphy
... and cast the Lightning Bolt spell on them to fuse them together
Golden sundial *
Carry (not wear) this to pass the proof of power on Outpost

After meeting with the Tyme Guardians on Outpost, they will replace the life boat of USS Pisces with a defective Tyme Machine. Move the ship to the black hole of Gangrole, repair the Tyme Machine with a Lightning Bolt spell and activate it to return back to your own time.