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- Chronomaster Walkthrough
-
- There are plenty of methods to solve many of the riddles, I'll try to
- mention the places where I know the different way can be taken but I failed
- to figure it out.
-
- Every time you return to Jester if there is a message on the screen - click
- on it to play a videomessage. Also note that some of my sentences are
- nonsense but they are put there to make it easier to find hotspots on
- screen.
-
- OK. Lets begin. After a couple of videomessages on your displayturn right
- and select universe, planet in this universe and location and sublocation
- there. Select Urbs.
-
- URBS
-
- At main Urbs planet select location Sculpture Garden. Talk with the robot.
- (This time you cant presuade to move his ass off the magnetic north but
- we'll do it later). Walk left or right and explore other screens at this
- location. Pick up a rock and crush it using a hammer from your Tools. While
- you explore read all the plaques on the sculptures to get some tips. Return
- to Jester (your ship). Select locationas Ground Zero City. Pick up rag and
- crowbar at the landing site. Go to the north walkway. Use bottled time on
- citizen and then another bottled time on bomb; quickly exit this screen and
- reenter it - whoa, the door is now unreachable. (note than you can just
- pass the bomb by and not deal with it - we'll get in there in more complex
- way). Return back to landing site and take eastern walkway. You enter a
- museum. Inside, pry open the container with your crowbar. Pick up a shield
- from the container. Pick up a polisher from the floor, use it on rag and
- use rag+polisher on the shield. You will see display cases in this room but
- you need only general bars from one of them - use polished shield to grab
- them. Return to the entrance to the museum and find a spot on the door
- where an arrow to the right appears - go there, use elevator to descend a
- level down, talk with guard but dont make him angry and walk away. Return
- to Jester. Fly to the Fort. Pick up a uniform from the dead body. You may
- wear it. Use bottled time on a rocket launcher. Push button near it to move
- rocket up. Exit screen to the south and you will be on the battlefield.
- Take both flags. Return to Jester and fly to the garden. Wear uniform. Go
- to the statue with a flagpole and use enemy flag on flagpole (one of 2
- flags will do - if you pick up the wrong one - you wont be able to trick
- robot). Go to the robot and command him to go join the battle - if you did
- all correct he will go away. Use resonance tracer. Now fly back to the fort
- and there go to the battlefield. Here you should see a bridge with a
- scanner nearby. Wear uniform. Use general bars on Korda. Now you will be
- authorized to cross the bridge. Inside the fort you will see a firing squad
- - use a shield on every squad member to vaporize them. Pick up a file in
- the corner and read it. Then talk to the prisoner. Here you can decide what
- approach to take but I chose one to believe his story and to let him go
- (and well, I wasnt killed though he escaped - you may try another approach
- - its fun to see 'what if'). Exit to the south of the screen. Here you will
- see a distant entrace into some private area, protected by a codelock. Here
- you can either use PDA on keylock or use powdered rock on it to get
- fingerprints. Either way (though I havent tested the one with PDA) you come
- in. Here after some cut-scenes you are given a choice whether to save or
- destroy this universe. Though I am very peaceful dude Korda died when I
- chose to save it (it may be triggered by something but I dont care much
- about it) - but I suggest to destroy it. Just after this one you are given
- a logical puzzle to gain the World Key if you succeed - you are here on
- your own though even a braindead person will solve it in 30 minutes. Just
- after this you withstand a Council Of Wise to choose your punishment - I
- think the only non-lethal approach is to choose 'Bluff' and then 'Respect'
- from response variants. You will be freed and now you can walk to Jester
- and takeoff Urbs. Aurans awaits!
-
- AURANS
-
- Fly to the location of the Magnetic North. Exit screen. Take a bottle - it
- opens and djinni emerge - talk with them and agree to feed them. When you
- will get to the new location pick up all the fruit and an animal carcass.
- Return to djinni via the carpet. Give them fruit with following symbols:
- pillar, cross, burning man, bread, star and lotus. Take a djinni bottle and
- a carpet. Return to Jester, fly to the Canyon. Here walk carefully to avoid
- quicksands on your way - rocks will fall into them and you may pass. Exit
- screen to the bottom. Look at the beast. Return to Jester and fly to the
- Plateau. Exit screen to the northwest. Get all the rocks, coins from the
- sand and talk to Arabou The Trader. Exchange information with him and when
- you warn him about beast he gives you a flute. You also need to get sandals
- from him - you may give him a bottled time, a carpet or a djinni bottle.
- The most preferrable is bottled time because you have a lot of them and if
- you give him a djinni bottle then you should get it back from him in
- exchange to the Emerald Camel from Treasury. Now fly back to the Canyon and
- go into the cave - to do this you need to stand near the last quicksand and
- use sandals on Korda. Then just come into the cave. You can try to take a
- blinking object within a skull if you want but as I think you can't get it
- without being bitten and losing your time. Also note that you get the
- needle only when you try taking it twice. But anyway: this item is not
- essential. Cross the bridge. Go to another screen. There go to the southern
- exit. Here take a cooling feather (take it twice because first time he'll
- drop it). Return to the Canyon and go to the lake. Use feather on lake and
- cross it after that Go to the dead nomad. Take a turban and mosaic tiles.
- Return to Plateau and take a way to the left (not to Arabou) and you'll
- come to the lake with backwarding water. Use feather on lake and then pick
- up an ice particle from lake. OK, now fly to Caverns location and enter
- cave there. Inside, there are many ways to cross the web walkway: 1) use
- magic wand on web near you, then take this enchanted web and use it on
- Korda - you'll get to the exit doing this; 2) (this one is slow) use wand
- on webs but just walk across them - here you can take a short route but on
- your way you'll be bitten by spider and will loose time ... or take a long
- way, which doesnt include crossing a place where the hole in the wall is.
- After this navigate a maze until you come to the underground lake. Try
- talking with a nomad but he'll vanish. Take a cloth which he had lost, soak
- it in the lake. Go into the other cave (not one you have come from) - and
- there use your ice lens on big crystal - you make your lens bright. Use
- soaked cloth on the emblem on the wall and a door appears in the cave to
- the left. Go in there. Use your lens on the guy with the sword and pick up
- his sword. Talk to the cook and after you finish talking use your feather
- on the fire - he gives you a canteen. Exit to the left. Use your sword to
- kill the spider, talk to gypsy dancer and accept her challenge. Go to the
- northwest and use sword to kill the man there. Return to gypsy and you get
- her veil. Enchant it with your magic wand. Go to northwest and further to
- the north - you'll come to the man with a telescope. Talk with him and lend
- a telescope from him for some coins. You can use screwdriver on the
- telescope, use lens on the telescope and then use screwdriver on it again
- and use your 'fixed' telescope to look at the palace. Now you'd wish to get
- there - there are two ways (maybe more - for example I suppose sandals can
- help you with this too): 1) use enchanted veil on Korda and then go to the
- palace or 2) return back to the Plateau's lake with backwarding water, fill
- a canteen from it and then go to the Canyon and to the place where you can
- go down to the screen where the feather was - here is another path - to the
- north and on that screen use canteen on Korda and walk to the palace. Note
- that the latter way means you need to leave Caverns - to do this you need
- to take water from underground lake. And as I recently was told there IS a
- way to get to caverns again (because when you first go there rocks fall to
- barricade exit) - it is: fix your turban with a needle, enchant it with
- magic wand wear it and go to the place with a talking (if you use wand on
- it) sign near the place where you got the feather. Go to the right of that
- and talk with nomad and walk into the twister. If you will need there to go
- into the caverns (because you will be brought to nomad's camp) then use a
- flute on the crack in the cave wall to crawl inside. And to go back to the
- camp just open the door. Anyway, you get inside the palace - here you can
- talk with charlatans who are trying to get easy money from tourists: a poor
- woman, wealthy oracle, magician - all of them are willing to get a ruby
- from the treasury - but dont bother - if you give it to them later - they
- just tell you nonsense and thats all! Though you can buy a bowl from a poor
- woman. After the screen with a magician you will come into the room with a
- guard - you can talk with him, then give him your sword and he'll let you
- in, but there is a beast inside. Sorry, cant provide you with info on how
- to get rid of the beast, I have heard rumors that it is done with a bowl
- and some food - (poisoned?) but we'll get to harem in a different way.
- Return to previous screen - take a left walkway, talk with a bathing man,
- use bottled time on water, then mosaic tiles on the water - you'll complete
- a tile image. Return to the room with 3 walkways - take a right one, talk
- to the guard, enter treasury. Here you can take not more than 3 items (note
- that though you can take 3rd item - you'll be whisked away from palace and
- will have to get there again. You can take : a)emerald camel - it is a MUST
- if you gave a djinni bottle to Arabou - go and change it for bottle b)
- coins - I dont see any sense in taking them either c) ruby - if you want to
- bring it to one of the charlatans at the palace entrance - come and see by
- yourself. Now push the pedestal with ruby, push the tapestry, push the
- mattress where the emerald camel is standing and go into the hole. In harem
- there is only one girl which will talk to you - chat with her and give her
- a djinni bottle as the answer to her riddle (I believe there is only one
- riddle in her database, otherwise you are on your own). Immediately after
- that you are provided with a 'World Key' puzzle : it is to compose an
- Aurans symbol from many pieces. If you cant seem to understand what does
- the picture look like - restore your previous savegame and look for this
- symbol in the Caverns, near underground lake. After this return to Jester
- and takeoff to your next location - Fortuna universe.
-
- FORTUNA
-
- After your arrival at the Pyramid Casino you will be met by Alachra and his
- guys. He will give you some gambling chips. Go right twice. Talk to the
- officer, try to enter the ship (you will fail). Use PDA on security droid
- and go to the ship's compart. Pull the lever. The door is codelocked and
- you dont know the password. Return 2 screens back and use the elevator. You
- can wander here for some time and by the way talk with bartender but dont
- choose 'Barter' option for now. Pick up a camera in the bar - its lying on
- the empty table. Go to the elevator and descend one stair. Go to the
- preforming band and talk with its leader. They need a glifnod player!
- Return to the hall and go left to the poker tables. At one of the tables
- you can pick up a dice scoop. Find one of the dealers who will talk to you
- and he will tell you that he is an ex-glifnod player. Ask for his lucky
- coin. Return to the transportation officer (the one who stood near the
- ship, where is a codelocked door), talk with him and use a camera on him to
- get a badge photo. Now go back to the elevator and descend 3 times
- (maximum). Here talk to the beggar, accept his advice and get a card lying
- near him. Use badge photo on the gate and enter the train. Enter the
- saloon. Chat with piano player. Get a gun, lying on the barrel. Enter the
- next screen. Use chips on players to join their game. Use the "DISCARD AND
- DRAW" option when the cards are dealt - you will win and players will
- leave. Use resonance tracer here. Return to the Casino. Go to Jester. You
- can fly to the planet called Tracks in Fortuna system. When a man asks for
- your bet choose 1st response option. Return to casino. You can go and give
- away a half of your money to the beggar who told you how to bet (I dont
- know why you should share your money with him - is it a kind of moral
- test?). Now you can go to the bar and buy every item you wish and still
- have chips after that (though I havent found how to use almost all of these
- items). Go left, talk to the successful gambler and give her rabbit's foot.
- Go to the fountain and pick the lucky coin out of it with a dice scoop. You
- can now go and return it to the dealer who asked for it. Also use a
- processor which you bought from the bartender on your PDA to upgrade it.
- Walk to the security desk. Talk with guard and you can buy out dealer's
- glifnod by using chips on her (dont bother about his debts). Use PDA on her
- for PDA to make a diversion so she walks away from her desk. (I think there
- is another way, which uses a rat from the saloon somehow). Push the button,
- open the box and get an electromagnetic chip. Upgrade your PDA with it.
- Return coin and glifnod to the dealer, pick up a badge he leaves and go to
- the band leader. Use a probability driver on dealer's badge to make up a
- security badge. Talk with her. Now go to the set of poker tables which is
- opposite to the one you were now - to the right of the main hall. Here go
- into the distant door (dont forget to open it!). While navigating tunnels,
- pick up a pail with paint on your way. When you come into the dead end open
- the panel and use ladder to go down. When you leave ladder open a floor
- panel and get a decelerator from there. Go further. You will see a passage
- to your right on your way - go in there. Talk with alien and show him your
- badge when he asks for it. Push the bin so it covers the bomb and then pull
- rope the aliens are tied with to free them. Pick up a decoder. After you
- talk with aliens you can pull all the switches in the room to see what
- every of them does control. One of them enables a cheat system on one of
- the slot machines so you can go there and play it. Another switch shows you
- another chronomaster entering his ship. Use probability driver on the
- screen where you saw him enterong ship. You get the password: "Pasqua
- Wipeout". And also another switch opens heavy doors to the elevator and
- another one opens a roof above the spaceport (you must open it to leave
- Fortuna). Now go to the ship and open compartment with this password. Open
- toolbox there, take a lockpick. Use a hammer on the lockpick twice. Now go
- all the way through the tunnels until you come to a sort of the elevator.
- Use your voice decoder on the voice encoder to activate it. Go further
- until you come to the locked door. Use lockpick on the door panel. Enter
- door. Talk to Milo. Dont arrest him but aid him. After he leaves you are
- provided with a 'World Key' puzzle. Its objective - press the panels which
- the computer has played - 1st time one panel, 2nd time - 2 panels etc.
- After you are done return to Milo's ship and talk with transportation
- officer, talk to Milo. Use bottled time on the pail of paint and use this
- fake PDA on officer. Now you can leave the planet - go to Jester and
- takeoff. See a movie. After it ends you can choose where to fly next - to
- Cabal or Verdry. Lets go to Cabal first.
-
- CABAL
-
- OK, fly to Witch's Hut at Glitter first. Cross the bridge. Talk with witch.
- The answer to her riddle is : "Avalon Greer keeps his heart in an egg". She
- will teach you Animation spell as well. Go to her hut. Near it pick up a
- handful of earth, watering can, rain bucket. Open door and come in. Get
- clam shells and a knife on table. Use watering can on bucket and then use
- bucket on sleeping cat. Get green and blue books and a scroll from the
- shelf. Read them all. Use bucket on cauldron. Use resonance tracer. Exit
- back to garden. Cut a bee hive with knife. Go to Jester and fly to the
- planet Glass, location Temple. Pick up a pile of feathers. Talk to priest
- and priestess. When they ask you about Opening spell tell 'TRUTH'. They
- will teach you a Commandment spell. Enter temple. Go to altar. Talk to High
- Priest, kneel. Use magic foci on a scroll and then use spell on Phoenix.
- Use a feather on altar. Talk to Phoenix. Take blessed feather. Use
- resonance tracer. Return to Jester and fly to planet Gem, location Pine
- Forest. Pick up all gems here (you can insert them into corresponding
- flowers in harp and then somehow revive unicorn but we'll do it another
- way). Use magic foci on ice unicorn to revive him. After you finish talking
- with unicorn use resonance tracer here. After that proceed to the right.
- Pick up crystals from pine. Talk with Sprite Queen and the leftmost sprite
- (two times with latter, so you will offer him 2 spells for his one) - you
- MUST have a number of Mana Points in your inventory increased by 10 after
- talking with someone of them - otherwise you wont have a chance to finish
- the game! (If you stick to my solve then you should have a number increased
- from 6 to 16. Return to Jester and fly to planet Forge. Talk with dwarven
- guard and use your bucket on him. He will give you a key. Pick up a lantern
- hanging nearby. Unlock the door with your key and enter mines. Exit to the
- bottom of the screen. Use hammer to get some lodestones from a pillar to
- your left. Talk with Dwarven King. Use resonance tracer. Then use magic
- foci on yourself and select lines in following order: "Shining Smooth,
- Shining Bright, Worked By Fire, Heart Of Light" and you will get a vision.
- Talk with king again and you will ask for his Bubble Wand. Choose barter to
- give him your tracer. Return to Jester and fly to Gem, location Volcano Of
- Glory. You will see a flying eye here. Use hammer on crystal from your
- inventory and then use magic foci on crushed crystal and then cast a spell
- on eye. Choose 'SLEEP'. Then use magic foci on blessed feather and then
- cast a spell on eye again. Take an eye. Use Bubble Wand on Korda. Take rose
- (flower on the nightstand) and the Rose (girl) will awake. As you talk with
- her she will kiss eye to reveal Avalon Greer's heart. Open door to get back
- to Jester. Fly to Glass, location Tower Of Avalon Greer. Enter tower, enter
- beam of light. Talk with Avalon, choose 'HEART' from dialogue options to
- take him into custody. Take a letter from the floor and read it. Return to
- Jester and fly to Glitter, Witch's hut. In her garden, use rose on garden,
- water it from watering can, take it (you will get a geode), use knife on
- geode, use hammer on knife in geode, use cut geode on garden. Enter grown
- geode. Inside use screwdriver on the yellow-green crystal from the wall of
- geode (you dont need other ones) and crush it with hammer. Take a log and a
- ladle. Use log on cauldron. Use feather on log. Use watering can on
- cauldron, take ember from the floor, put it into the cauldron. Use
- lodestones on feathers in your inventory, then use magic foci on crushed
- feather and use spell on cauldron. Add some earth from your inventory into
- the pot. Stir the brew with ladle. Add crushed crystal (from the wall of
- geode) in pot. Stir again. Take a pot. Great, return to Jester and head for
- Verdry. P.S. This chapter is very strange. What if you give an eye to
- Avalon Greer - he vanishes then - is it a dead-end? Or how to animate
- unicorn without magic? Or what for is bee hive? Where the Opening spell is
- used? To cast it you can light the lantern with feather and open clam shell
- with a screwdriver, then use magic foci on shell and cast it. You may be
- more successive than me...
-
- VERDRY
-
- Please, forgive me but I wont include a maze map for you - it is very easy,
- every room is special so you will draw it by yourself in 10 minutes. Also
- note that when you exit some special rooms in there you can exit to
- different sides but you better exit not to the direction you came in, so in
- couple of moves you will get to the beginning of maze. Rooms in maze are as
- following: gibberish boy room, smallings room, gemini room, garden room,
- picture room, eyeballs room, mailbox room. But you need to get to the maze,
- so I begin...
-
- Get a large leaf. Use reality warp on maize plant and then talk to all the
- plants here. When you talk to creeping jenny it will steal your possessions
- so 'UPROOT' it when you have option to choose, then pick up items. Look at
- bushes and talk to your alter ego. Take all the plants excluding shy violet
- - you will get fruit from them, mix 3 fruit in inventory and then use
- hammer on your mix. Go into the hole. Pick up dying tree - you get its
- fruit. Use fruit on fertile soil - a new tree grows, take it (you take
- leaves from it). Use these leaves on obsidan rock. Then you can use a mix
- of 3 fruit on rock to make up a muffin (I havent found usage for it - only
- to eat it). Use big leaf on Elder & Sage if you wish (optional). Use
- reality warp on them and then talk with them. Return to Jester, fly to
- planetoid, which is in the point where a line of planetoids crosses a
- circle of planetoids. Here you should see a magnet man lying. Use resonance
- tracer. Return to Verdry, but to the new location - 'Overgrown Area'.
- There, pick up a bulb plant, pick up stump to collect some needles from it;
- use plant skin with needles, then pull stump to clear it from vines, use
- skin+needles on stump, use hammer twice on stump. Monster will move and you
- will enter maze. Map it by yourself. Note that from the first screen you
- can either go right or left. Go to the Gemini room. Gemini room: Talk to
- Gemini. Choose 'REASON', 'LOAN'. Use dreamcatcher on the stairstep
- reflection in mirror. Open mirror. Take a medikit and syrup bottle there.
- Open vault door and enter it. Picture room: Take a picture, get a loose
- nail from one of the walls. Talk with Merriwind but refuse to give her
- dreamcatcher. Open second door from left. Use picture on the only empty
- wall and take a stairstep from another picture. Walk into the fire rug.
- Open leftmost and rightmost doors and enter the right one. Garden room:
- Pick up fallen leaf, flowers (pollen). Exit to the bottom of the screen.
- Eyeballs room: use pollen on eyeball to blind them all. Take a recipe and 2
- magnets from refrigerator, push it, unscrew motor with screwdriver, push it
- back. Open it, take shears and a bowl. Open freezer, take a brainsickle.
- Gibberish boy room: Use hammer on mirror and get a mirror shard (it can
- also be used to blind eyeballs by using it on the ceiling light). Use
- reality warp on boy and give him a brainsickle. Mailbox room: Take Korda
- doll. Open mailbox, close it, push it, open it, take a letter from it, read
- it, take letters from the floor, use them on paper, use paper on envelope,
- put envelope into the mailbox, close it, push twice, open, take a package,
- look at it - its a stairstep! Garden room: use shears to cut waterflowers,
- use waterflower on bees, then use PDA on rake, take rake, use rake on
- leaves, take a table leaf and a leaflet. Use elephant magnet on a chisel in
- the water (at the very left of the screen). Take chisel. Use it on a rock
- nearby, then use it on the tree, use hammer on it to get a stairstep.
- Smallings room: talk to smallings. Then catch a goldfish - it sometimes
- falls onto the pavement so you need to be near and take it then. After that
- talk with smallings. You can either give them 2 stairsteps and then fool
- them and take their stairstep or make up a boat for them: use motor from
- refrigerator on bowl, then use a small leaf on bowl; give them a boat.
- Gibberish boy room: use doll on boy, exit via the same passage as you came
- in - go to the eyeballs room. Eyeballs room: Blind them as earlier. Use
- reality warp on table, use table leaf on table. Picture room: use 7
- stairsteps on hallway to get into the new room. Take thyme plant branch.
- Set 6:00 on all clocks: digital clock can be set by PDA, water clock can be
- set by taking and putting back top filler (make sure to check time on it
- after every action), grandfather's and sundial are adjusted by pushing
- them, Big Ben replica also (but open it prior), and cuckoo clock by using
- reality warp on it. Take cuckoo bird. Take top filler from water clock.
- Break hourglass with hammer. Take sand. Crush thyme plant branch with a
- hammer. Use crushed thyme on top filler and then use sand on this mix - you
- get a paste mix. Open grandfather's clock with screwdriver and use paste
- mix there. Use cuckoo bird on water clock. Push hourglass to shut down
- sundial. Use screwdriver to disable digital clock. Use nail on Big Ben
- replica. Exit room. Take a spear from bushes. Take a rock. Note that a log
- in water flows away from you when you are near water and move in its
- direction - move the log to extreme right. Then step away from water and
- walk to the extreme left. Use rock on water . Now try to move log from the
- screen so that a new one emerges from the left. Go to new log and it will
- be stopped by rock so it cant flow away again. Cross river halfway, then
- use spear on log and cross it completely. Return to Jester, fly to Dyce.
-
- DYCE
-
- You begin with only 0 Dyce money in your inventory. Unscrew 2 wall panels
- from wall with your screwdriver. Use PDA on exposed circuitry, use
- frequency manipulator (FM later) on the elevator controls. Here, when you
- enter the elevator you need to solve a puzzle: the goal is to open all
- pairs of planet's emblems - hint: try to remember at least a couple of
- pairs with the same drawings and open them first. Then open a tile and try
- some others - if you succeed and open the pair for it dont forget which
- drawings were on the tiles you previously tried. You will eventually get to
- the room with Deter in mech. When Milo asks for your response choose
- 'Plan'. Then unscrew access panel. Use FM on the control panel, but not the
- one you have opened but one near Deter's mech. Then use FM on your control
- panel. Pull the green switch down, press a button to activate and set a
- dial pointing to 3. Then press a button to activate. You should arrest
- Deter now. Fly to the Chop Shop. Talk to the Book Mobile. Enter shop. Talk
- with the surgeon. Get a card, tools. Go back out. Use library card on Book
- Mobile. Return to surgeon. Use a book on him. Give him J5 Pin which he
- wants. Talk. Talk with doctor after Lodrun goes out. Use PDA on doctor. Go
- back out. Look into dumpster - you get a brain and a hand. Go back inside.
- Get a mech arm. Talk to doctor. Fly to O'Ryan' estate. Use PDA on solar
- panels, use solar panel on the door. Enter door. Enter left door. Get a
- turkey. Get a bowl of grapes. Push a chest. Get key, unlock chest and look
- into the chest - you get a keycard. Back to the corridor. Enter right door.
- Get a ticket stub. Use FM on TV screen. Use screwdriver on the panel. Use
- screwdriver on control board to take it. Back to the corridor. Exit to the
- bottom of the screen. Use keycard on the door to the left. Talk to
- Merriwind. Use hammer on enclosed tuning fork. Get a fork. Use it on the
- telescope lens to break it. Open window shade. Get a brick floating nearby
- Merriwind. Open Jack-In-The-Box and get novelty glasses there. Break them
- in your inventory with a brick. Open a window covering monster. After this
- go to the room with TV screen and push a cushion and take a coin lying
- under it. Go back to Merriwind's room and use coin on eyeball dispenser and
- take an eyeball. Now you can note that mushroom morphed into plug. Use grip
- clamp on it and Merriwind will be taken into custody. Look into hole to get
- a flute and a keycard. Exit to corridor and open a door to your right with
- a keycard you have just found. In there unscrew a panel on the mech's left
- leg and insert a control board in it. Use FM on mech to activate it. Return
- to corridor and unscrew head panel and look at fused circuitry. Use PDA on
- mech to get it moving. Mech will break open the door into Dwistor's room.
- Here talk with Dwistor but dont try to threaten him (bluff or retreat). Use
- flute on him to rescue Milo and get Dwistor into custody. Take a broken PDA
- from the floor. Use a turkey leg on the Ketter Beast. Take another half of
- winning ticket and use one half on another. Then fly to the Docks Casino
- and you will find Alachra there. I dont know whether it will be the same
- for you but when Alachra suggests you to play with him choose his left hand
- - that should take him into custody. Talk with robot and give him an
- eyeball. Then use your ticket on ticket seller to get money. Go left. Use
- money on Selena and she will escort you to the Orrary. Here talk with Milo.
- You can choose any of 3 plans to see 3 different end movies but the 2nd one
- is the right one. Inside, use PDA on planet to stop it spinning. Use
- resonance tracer. Use FM on the red rectangle which appeared on planet.
- Finally, use hammer on battery.
-
- GAME OVER
-
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- chrono.htm 96.04.10
-