Chronomaster

Contact Charlie Bell. Contact Nizzim Rochter. 12 Contact Clia T’rifit. 11 Turn to the left. Leave for Urbs’ Magnetic North. Talk to the statue. 11 Walk west. Take a rock. Use the hammer on the rock. Walk west. Look at the plaque near the pond. Walk west, north, south. Turn to the left. Leave for Urbs’ Fort. Take the armor. Walk south. Take the Urbs flag. Take the unknown flag. Walk to the missile launcher, to Jester. Turn to the left. Leave for Urbs’ City of Ground Zero. Take the crowbar. Take the rag. Walk east. Take the polish can. Use the crowbar on the crate. Take the shield. Use the polish on the rag. Use the rag on the shield. Walk south. Use the polished shield on the general bars. Use the general bars on the armor. Walk south, northwest, to Jester. Turn to the left. Leave for Urbs’ Magnetic North. Walk west, west. Use the unknown flag on the flagpole. Walk west, north. Use the general’s outfit on Korda. Talk to the statue. 1 Use the Resonance Tracer. Walk south. Turn to the left. Leave for Urbs’ Fort. Use the general’s outfit on Korda. Walk east, onto the pad. Walk over the bridge. Use the polished shield on the firing squad. Take the envelope. Look at the folder. Talk to the prisoner. 111 Walk south, northeast. Look at the touchpad. Use either the rock dust or the PDA on the touchpad. Walk into the elevator. 2 Solve the puzzle. Talk to the council. 122 Walk west. Use the down button. Walk south, west, northwest, to Jester. Turn to the left. Leave for Aurans’ Magnetic North. Walk east. Take the bottle. Talk to the Jinn. 121111 Take the fruit with the pillar. Take the fruit with the cross. Take the fruit with the flaming man. Take the fruit with the lotus. Take the fruit with the nine-pointed star. Take the fruit with the unleavened bread. Take the carcass. Step on the carpet. Either: Give the six pieces of fruit to the Jinn. Or: Give a wrong piece of fruit to the Jinn. Take the turban. Take the bottle. Take the magic carpet. Use the Resonance Tracer. Walk south, to Jester. Turn to the left. Leave for Aurans’ Canyon. Walk to the nearest falling rock. Walk to the nearest falling rock. Walk to the nearest falling rock. Use bottled time on the falling rock. Walk north into the cave. Try to take the gold sparkle. Take the gold sparkle. Walk north, southeast, to the feather. Take the feather. Walk north, northeast. Use the magic wand on the signpost. Talk to the signpost. Walk east. Talk to the rightmost nomad. 11 Notice the difference between the dead and the living nomads. Walk south, west, southwest, southeast, southeast. Use the feather on the water. Walk over the ice to the dead nomad. Take the tiles. Take the ragged turban. Use the needle on the torn and frayed turban. Use the magic wand on the mended turban. Walk northwest, to Jester. Turn to the left. Leave for Aurans’ Plateau. Walk southwest. Use the feather on the pool. Take an ice chip. Walk southeast, northwest. Talk to the trader. 1121 Talk to Arabou. 112 Give the magic carpet to Arabou. Take the small rocks. Use the magic wand on the three small rocks. Take the flat rock. Use the hammer on the flat rock. Use the magic wand on the three small rocks. Walk southeast, to Jester. Turn to the left. Leave for Aurans’ Caverns. Walk inside. Take the loose rocks. Use the magic wand on the rock. Either: Take the web. Use the magic wand on the web. Use the enchanted webbing on the room. Or: Use the magic wand on the web in the room. Take the loose rocks. Use the hammer on the rock. Use the rock dust on the strong webbing over the gaps. Repeat until you can cross the webbing. Or: Use the sandals on Korda. Walk east, south. Talk to the magician. Take the cloth. Use the cloth on the pool. Walk north. Use the wet cloth on the Aurans World Symbol. Use the ice lens on the large crystal. Walk northwest. Open the door. Walk northwest. Talk to the cook. 1 Use the feather on the fire. Talk to the fighter. 11 Either: Use the lens on the tough guy. Or: Walk in front of the tough guy until he tries to strike. Walk behind the tough guy. Repeat until he drops his sword. Take the sword. Walk northeast, northeast, northeast. Use the canteen on the pool. Walk north, northwest, northwest, west. Either: Use the flute on Korda. Or: Use the sword on the spider. Talk to the belly dancer. 1 Walk north. Talk to the nomad. 1 Use the sword on the nomad. 1 Walk south. Talk to the belly dancer. Walk north, northwest. Talk to the scout. 1 Either: 2 Or: 1 Give the scout some money. Wait until you get the scout’s telescope. Use the screwdriver on the telescope. Use the lens on the telescope. Use the screwdriver on the telescope. Either: Use the veil on Korda. Walk south. Or: Walk south. Use the telescope on the palace. Walk north. Or: Use the canteen on Korda. Walk to Jester. Turn to the left. Leave for Aurans’ Plateau. Walk southwest. Use the canteen on the pool. Walk southeast, to Jester. Turn to the left. Leave for Aurans’ Canyon. Walk northwest, northeast, northeast. Use the canteen on Korda. Walk to the palace. Walk north. Talk to the poor woman. 11 Greet the woman. Help the woman. Give money to the woman. Walk northwest. Talk to the wealthy oracle. Give some coins to the oracle. Walk northeast. Talk to the magician. Give some coins to the magician. 22 Talk to the magician. Walk northwest, northwest, northwest. Use the bowl on the pool. Talk to the man. 11 Either: Use the flute on Korda. Or: Use the feather on the pool. Or: Use bottled time on the pool. Use the tiles on the pool. Walk southwest, south, northeast, north. Talk to the guard. 1 Walk northeast. Push the pedestal. Push the tapestry. Push the slab. Either: Enter the secret passage. Or: Walk south, south, southwest. Give the sword to the guard. Walk north. Give the bowl to the Ketter Beast. Walk north. Talk to the middle harem girl. 112 Give the bottle of Jinns to the girl. Reconstruct the world symbol. Walk to Jester. Turn to the left. Leave for Fortuna’s Magnetic North in the Fortuna system. Walk northeast. Take the elevator down. Walk south, east, north. Take the camera. Talk to the bartender. 1131 Walk west. Talk to the lucky gambler. 1 Use the probability driver on the unused slot machine. Use the chips on the slot machine until you have at least $15100. Walk east. Take a PDA advanced processor. Use the PDA on the advanced processor. Walk south, south, south, into the elevator. Use the up button. Walk east. Talk to the transportation officer. Use the camera on the transportation officer. Walk southeast. Take the elevator down. Walk to the elevator. Use the down button. Walk south, north. Talk to the band. Walk southwest, east, northeast. Take the card from the ground. Walk south, south, west, north. Take the dice scoop. Talk to the dealer of the middle blue poker table. 2 Walk southeast, southeast, south, into the elevator. Use the up button. Walk south, north. Use the dice scoop on the coin. Walk south, south, into the elevator. Use the down button. Walk south, west, north. Talk to the dealer. 1 Walk to the security desk. Talk to the security guard. Ask about the glifnod. Talk to the security guard. 2 Give the chips to the officer. Use the PDA on the guard. Push the button. Open the box. Take the glifnod. Take the electromagnetic chip. Walk southeast. Talk to the dealer. 1 Take the dealer’s badge. Walk southeast, southeast, north. Talk to the band. Walk southwest, south, into the elevator. Use the down button. Take the card. Either: Use the badge photo on the gate. Or: Use the probability driver on the dealer’s badge. Use the security badge on the gate. Walk to the subway. Walk east. Take the paralysis gun. Talk to the piano player. 1 Walk south. Use chips on the poker players. Either discard and draw or cheat. Use the Resonance Tracer. Walk west, northwest, into the train, into the elevator. Walk south, east, north. Open the far door. Walk northeast, northeast, northwest, northeast. Use the screwdriver on the access panel. Open the floor panel. Take the particle decelerator. Walk northwest, northeast. Take the bucket of paint. Walk south. Open the secret door. Walk east. Talk to the aliens. Talk to the nervous alien. 2 Push the waste disposal unit. Try to take the aliens. Take the vodecoder. Use the probability driver on the screen showing the landing bay doors. Push the four smaller buttons. Walk southwest, northeast, northwest. Use the vodecoder on the vocoder. Walk to the vocoder. Use the up button. Try to walk to the ship. Use the PDA on the repair droid. Walk to the ship. Push the lever. Talk to the coded security lock. 4 Open the toolbox. Take the toolbox. Use the hammer on the lockpick. Use the hammer on the bent lockpick. Look at the stasis bomb. Walk southwest, southeast, into the elevator, into the elevator. Push the down button. Walk south, east, north, northeast, northeast, northwest, northeast. Walk to the ladder, northwest, northeast, northwest, to the vocoder. Walk south, northeast, northwest. Use the bent lockpick on the door panel. Walk north. 12 Solve the puzzle. Walk southeast, south, south, south, south, to the vocoder. Use the up button. Use bottled time on the paint. Give the painted time to the officer. Talk to Milo. Walk southeast, west, to Jester. Turn to the left. Leave for Verdy’s Herb Garden. Take the large leaf. Look at the bush. Use the reality warp on Adrok Ener. Talk to Adrok Ener. Talk to the maize. Talk to the violet. Talk to the thyme. Talk to the creeping jenny. 2 Take the items. Take the fruit from the creeping jenny. Take the maize plant. Take the thyme. Use the thyme on the corn. Use the mixture on the fruit. Use the hammer on the mixture. Walk into the hole. Use the mixture on the obsidian rock. Take the dying tree. Use the fruit on fertile soil. Take the new tree. Either: Use the leaves on the obsidian rock. Or: Use the large leaf on Elder and Sage. Use the muffin on Korda. Talk to Elder and Sage. Walk into the hole, to Jester. Contact Milo. Turn to the left. Leave for the planetoid where the snake meets the ring in the Verdy system. Use the Resonance Tracer. Walk to Jester. Turn to the left. Leave for Verdy’s Overgrown Area. Talk to the beast. 1 Take the plant bulb. Take the vine covered stump. Pull the stump. Use the needles on the plant skin. Use the plant skin on the stump. Use the hammer on the loose skin. Use the hammer on the drum. Walk north, northwest, east, south, east. Take the Korda doll. Open the mailbox. Close the mailbox. Push the mailbox. Open the mailbox. Take the mailbox. Look at the letter. Take the pile of letters. Use the letters on the paper. Use the letter on the envelope. Use the envelope on the mailbox. Close the mailbox. Push the mailbox. Push the mailbox. Open the mailbox. Take the mailbox. Look at the package. Walk east, east, northwest, east, north, east, southeast. Walk east, east, southwest. Talk to the gemini. 12 Use the dreamcatcher on the reflection of the stairstep. Open the closed mirror. Take the first aid kit. Take the sleepy syrup bottle. Open the vault. Walk north. Take the loose nail. Take the picture. Talk to Merriwind. 2 Open the second door to the left. Use the picture on the empty wall. Take the stairstep. Open the right door. Open the left door. Walk onto the fire rug. Walk east. Take the flowers. Take the fallen leaf. Walk south, east, northeast, east, east, southwest, east, east. Walk southwest, northeast. Use the hammer on the mirror. Take the mirror shard. Walk east, southwest, southeast, northwest. Either: Use the mirror shard on the ceiling light. Or: Use the pollen on the eyes. Take the recipe. Take the elephant magnet. Take the seashell magnet. Open the freezer. Take the brainsickle. Open the refrigerator. Take the bowl. Take the shears. Close the refrigerator. Close the freezer. Pull the refrigerator. Use the screwdriver on the fan. Push the refrigerator. Use the motor on the bowl. Use the leaf on the motorized bowl. Walk east, east, northwest, east, north, west, south, southwest. Use the shears on the waterflowers. Talk to the bumble bees. Give regular pollen to the bumble bees. Give aquatic pollen to the bumble bees. Use the PDA on the rake. Take the rake. Use the rake on the leaves. Take the table leaf. Take the leaflet. Look at the leaflet. Take the flowers. Use the elephant magnet on the chisel in the water. Take the rusted chisel. Use the rusted chisel on the rock. Use the sharp chisel on the tree. Use the hammer on the chisel in the tree. Walk south, east, northwest, east, east, northwest, northwest. Walk west, southeast. Talk to the smallings. Walk to the goldfish. Wait until the goldfish falls on the boardwalk. Take the goldfish. Either: Use the boat on the smallings. 1 Or: Give a stairstep to the smallings. Give a stairstep to the smallings. Talk to the smallings. 1 Walk west, east, northeast, east, east, southwest, east, east. Walk southwest, northeast. Use the reality warp on the boy. Give the brainsickle to the boy. Either: Give the doll to the boy. Or: Give the mental first aid kit to the boy. Wait until you receive the boy’s stairstep. Walk east, southwest, southeast, northwest. Either: Use the mirror shard on the ceiling light. Or: Use the pollen on the eyes. Use the reality warp on the table. Use the table leaf on the table. Walk east, east, south, to Jester. Contact Milo. Turn to the left. Leave for Verdy’s Overgrown Area. Walk north, northwest, east, north, west, south, southwest, north. Use the stairsteps on the hallway. Walk upstairs. If you didn’t use the mental first aid kit, use it on Korda. Look at the recipe. Open the Big Ben replica. Push the Big Ben replica. Push the Big Ben replica. Use the PDA on the digital clock. Push the grandfather’s clock. Take the water clock. Use the top filler on the water clock. Take the water clock. Use the top filler on the water clock. Every clock should be at 6:00 now. Use the hammer on the hourglass. Take the sand. Take the coocoo bird. Take the thyme. Use the hammer on the thyme branch. Take the water clock. Use the sand on the top filler. Use water and sand on thyme. Use the coocoo bird on the waterclock. Use the screwdriver on the grandfather’s clock. Use paste mix on grandfather’s clock. Use the nail on the Big Ben replica. Use the screwdriver on the digital clock. Push the broken hourglass. Walk north. Take the rock. Take the spear. Use the rock on the water at the left side of the screen. Follow the log until it leaves the screen. Follow the new log until it is stopped by the rock. Use the spear on the log. Walk to Jester. Turn to the left. Leave for Glitter’s Hut in the Cabal system. Walk south. Talk to the witch. 2 The answer is “Avalon Greer keeps his heart in an egg”. Walk northeast. Take the clump of dirt. Take the watering can. Take the rain bucket. Open the door. Walk northeast. Take the clam shells. Take the knife. Try to take the scroll. Use the rain bucket on the watering can. Use the watering can on the cat. Take the green book. Take the blue book. Take the scroll. Look at the scroll. Look at the blue book. Look at the green book. Use the Resonance Tracer. Use the bucket on the cauldron. Walk east. Use the knife on the beehive. Use the knife on the wax. Walk southwest, southeast, to Jester. Turn to the left. Leave for Glass’ Temple in the Cabal system. Take the pile of feathers. Talk to the priest and priestess. 1 Walk northwest, north. Talk to the high priest. 2 Use the Magic Foci on the scroll. Cast Communion on the Phoenix. Use a feather on the altar. Talk to the Phoenix. Take the feather. Use the Resonance Tracer. Walk southwest, south, to Jester. Contact Milo. Turn to the left. Leave for Gem’s Pine Forest in the Cabal system. Take the yellow gem. Take the purple gem. Take the orange gem. Take the blue gem. Take the tan gem. Take the red gem. Use the yellow gem on the yellow flower. Use the purple gem on the purple flower. Use the orange gem on the orange flower. Use the blue gem on the blue flower. Use the tan gem on the tan flower. Use the red gem on the red flower. Use the knife on the unicorn. Use the unicorn hairs on the harp. Either: Use the Magic Foci on the unicorn. Or: Push the harp. Use the Resonance Tracer. Walk northeast. Talk to the Sprite Queen. 1 Talk to the leftmost sprite. Talk to the leftmost sprite. 2 Take the crystals. Walk south, to Jester. Turn to the left. Leave for Forge’s Mines in the Cabal system. Take the lantern. Use a flame feather on the lantern. Either: Talk to the dwarf. 1 Give the bucket of clam chowder to the dwarf. Use the key on the door. Or: Use the screwdriver on the clams. Use the Magic Foci on the clams. Cast the Opening spell on the door. Walk northwest, south. Talk to the Dwarven King. Use the Resonance Tracer. Use the hammer on the lodestones. Use the Magic Foci on Korda. 2121 Talk to the Dwarven King. 2 Walk northwest, west, to Jester. Turn to the left. Leave for Gem’s Volcano of Glory in the Cabal system. Either: Use the hammer on the crystal. Use the Magic Foci on the crystal. Cast commandment on the Crystal Eye. Choose either command. Or:Use a lodestone on the flame feathers. Use the Magic Foci on the crushed feather. Cast Forceful Winds on the Crystal Eye. Either: Use the Magic Foci on the Blessed Feather. Cast Flaming Blast on the Crystal Eye. Or: Use the Bubble Wand on the Crystal Eye. Take the crystal eye. Use the bubble wand on Korda. Take the rose. Open the door. Walk to Jester. Turn to the left. Leave for Glass’ Tower of Avalon Greer in the Cabal system. Walk northeast, up into the beam. Talk to Avalon Greer. 2 Take the letter. Look at the letter. Walk southwest, west, to Jester. Contact Milo. Turn to the left. Leave for Glitter’s Hut in the Cabal system. Walk south, northeast. Use the rose on the garden. Use the watering can on the rose. Take the geode from the rose. Use knife on geode. Use the hammer on the knife in the geode. Use the cut geode on the garden. Walk north. Take the ladle. Take the log. Use the log on the cauldron. Use the flame feathers on the log. Use the watering can on the cauldron. Take the ember. Use the ember on the cauldron. Use the lodestone on the flame feathers. Use the magic foci on the crushed feather. Cast Forceful Winds on the cauldron. Use the dirt on the cauldron. Use the ladle on the cauldron. Use the screwdriver on the yellow green crystal. Use the hammer on the yellow green crystal. Use the dust on the cauldron. Take the cauldron. Walk northwest, southwest, southeast, to Jester. Turn to the left. Leave for Dyce’s Rooftop. Use the screwdriver to open the second wall panel counting from the south. Use the PDA on the exposed circuitry. Use the frequency manipulator on the elevator controls. Solve the memory puzzle. Walk north. Turn to the left. Leave for Dyce’s Rooftop. 1 Use the screwdriver on the access panel. Use the frequency manipulator on the control panel near Deter. Use the frequency manipulator on the control panel near Korda. Flip the green switch. Push the bright button. Turn the dial twice. Push the bright button. Use the Resonance Tracer. Walk east. Turn to the left. Leave for the Chop Shop’s Landing Pad in the Dyce System. Talk to the book mobile. 1 Walk northwest. Take the card. Walk northeast. Use the card on the book mobile. Walk northwest. Look at the book. Talk to Dr. Flesh. Take the tools. Give the #5 J-pinn to the surgeon. 1 Talk to Dr Flesh. Use the PDA on Dr Flesh. Walk northeast. Look at the dumpster. Walk northwest. Take the mechanical arm. Walk northeast, to Jester. Turn to the left. Leave for the O’Ryan’s Estate’s Rooftop in the Dyce System. Use the PDA on the solar panels. Use the solar panel on the door. Walk northeast, west. Take the turkey. Take the grapes. Pull the chest. Take the key. Use the key on the chest. Take the open chest. Walk north, east. Take the ticket stub. Push the cushion. Take the coin. Use the screwdriver on the panel. Use the screwdriver on the control board. Take the remote control. Walk north, south. Use the keycard on the west door. Open the window shade. Open the window. Take the brick. Use the hammer on the emergency case. Take the tuning fork. Use the coin on the eyeball machine. Take the eyeball. Use the tuning fork on the lens. Open the Jack-in-the-box. Take the glasses. Use the brick on the glasses. Use the grip clamp on the plug. Look in hole. Walk east. Use the Urbs keycard on the eastern door. Use the screwdriver on the leg access panel. Use the remote control board on the empty space. Use the frequency manipulator on the mech. Walk northwest. Use the screwdriver on the head access panel. Use the PDA on the fused circuitry. Walk north. Talk to Dwistor. 3 Use the flute on Dwistor. Take the PDA. Use the turkey leg on the Ketter beast. Take the ticket half. Use the ticket stub on the ticket stub. Walk north, south, north, to Jester. Turn to the left. Leave for the Casino’s Docks’ Landing Pad in the Dyce System. 1 Talk to the robot. Give the eyeball to the robot. Give the winning ticket to the ticket seller. Walk west. Talk to Selena. 2 Walk north. 2 Use the PDA on the Dyson sphere. Use the Resonance Tracer. Use the frequency manipulator on the world key location. Use the hammer on the world key battery.