By Al Giovetti
Roger Zelazny's Chronomaster Walkthrough by Darksheer
Notes: Well, though this game looks good its damn hard!
And I mean HARD! You lucky guys now have this walkthrough
but when you solve this game by yourself - its top emotion!
Also know that there is a plenty of methods to solve many
of the riddles and I'll try to mention the places where I
know the different way can be taken but I failed to figure
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.
And forgive me if my language isnt as good as you expect.
OK. Lets begin. After a couple of videomessages on your display
turn right and select universe, planet in this universe and
location and sublocation there. ( I will skip this instructions
later in the walkthrough because its useless to describe and eats
bytes on your HD.)
- Select 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 sculp-
tures to get some tips. Return to Jester (your ship). Select location
as 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. In-
side, 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 but-
ton 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 reso-
nance 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 code-lock.
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!
- 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.
- 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.
and 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 (why he is not rushing out
to play his $#@#* glifnod after this is beyond me!). 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.
- 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...
- 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
- 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.
- 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.
GAM< OVThanks to everyone who helped me on solving this game (its almost all of
the comp.sys.ibm.pc.games.adventure people :)) - thank you guys!
Now I will sleep safely - I have dealt with this game for a whole month but
its worth it!