Sure, it's fun to play an alien superhero who can leap tall buildings in a single bound, but the challenge of getting into an upper story window without any super-leaping ability can be fun too. This is one of the reasons the Fighter class is still relevant in a campaign with Magic-Users and Superheroes.
If a Fighter like Dan Dunn wants to cross over to that window, he's going to have to find a ladder long enough to bridge the street, push it over to the window sill, and then balance across the ladder until he reaches the window.
Dan is quite confident that he's hidden the dictaphone well. There's no game mechanic for hiding it well, though -- it all depends on the luck of the searchers.
One of the many balancing acts of the Editor is to make hideouts challenging, but not so challenging that the players just decide to flood the place and be done with it. It's also a good idea not to tempt them by placing large bodies of water so that they would drain into the hideout.
This will not be the last portable time machine in comics. I don't recommend time machines be this portable or easy to use -- time travel could be a campaign wrecker in all but the most capable Editors' hands.
That said, the idea of going back in time and finding talking, intelligent dinosaurs, is intriguing...
(Scans courtesy of Digital Comic Museum)
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